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Flutter Art
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// Inspiration: Robert Felker flutter art work | |
// [WORK-IN-PROGRESS] | |
import 'dart:math' as math; | |
import 'dart:ui'; | |
import 'package:flutter/material.dart'; | |
import 'package:flutter/rendering.dart'; | |
// Look Ma NO WIDGET in Flutter !!! | |
class Colored extends CustomPainter { | |
@override | |
void paint(Canvas canvas, Size size) { | |
final random = SimplexNoise(); | |
final frames = 200; | |
canvas.drawPaint(Paint()..color = Colors.yellow); | |
for (double i = 10; i < frames; i += .1) { | |
canvas.translate(i % .3, i % .6); | |
canvas.save(); | |
canvas.rotate(math.pi / i * 25); | |
final area = Offset(i, i) & Size(i * 10, i * 10); | |
// Blue trail is made of rectangle | |
canvas.drawRect( | |
area, | |
Paint() | |
..filterQuality = | |
FilterQuality.high // Change this to lower render time | |
..blendMode = | |
BlendMode.screen // Remove this to see the natural drawing shape | |
..color = | |
// Addition of Opacity gives you the fading effect from dark to light | |
Colors.blue.withRed(i.toInt() * 20 % 11).withOpacity(i / 850)); | |
// Tail particles effect | |
// Change this to add more fibers | |
final int tailFibers = (i * 1.5).toInt(); | |
for (double d = 0; d < area.width; d += tailFibers) { | |
for (double e = 0; e < area.height; e += tailFibers) { | |
final n = random.noise2D(d, e); | |
final tail = math.exp(i / 50) - 5; | |
final tailWidth = .2 + (i * .11 * n); | |
canvas.drawCircle( | |
Offset(d, e), | |
tailWidth, | |
Paint() | |
..color = Colors.red.withOpacity(.4) | |
..isAntiAlias = true // Change this to lower render time | |
// Particles accelerate as they fall so we change the blur size for movement effect | |
..imageFilter = ImageFilter.blur(sigmaX: tail, sigmaY: 0) | |
..filterQuality = | |
FilterQuality.high // Change this to lower render time | |
..blendMode = BlendMode | |
.screen); // Remove this to see the natural drawing shape | |
} | |
} | |
canvas.restore(); | |
} | |
} | |
@override | |
bool shouldRepaint(CustomPainter oldDelegate) => true; | |
} | |
void main() => RenderingFlutterBinding( | |
root: RenderPositionedBox( | |
alignment: Alignment.center, | |
// alignment: Alignment(.1, -.2), | |
child: RenderCustomPaint(painter: Colored()), | |
widthFactor: 500.0, | |
heightFactor: 500.0, | |
), | |
); | |
//=============================================== | |
class SimplexNoise { | |
static final List<List<double>> _grad3 = <List<double>>[ | |
<double>[1.0, 1.0, 0.0], | |
<double>[-1.0, 1.0, 0.0], | |
<double>[1.0, -1.0, 0.0], | |
<double>[-1.0, -1.0, 0.0], | |
<double>[1.0, 0.0, 1.0], | |
<double>[-1.0, 0.0, 1.0], | |
<double>[1.0, 0.0, -1.0], | |
<double>[-1.0, 0.0, -1.0], | |
<double>[0.0, 1.0, 1.0], | |
<double>[0.0, -1.0, 1.0], | |
<double>[0.0, 1.0, -1.0], | |
<double>[0.0, -1.0, -1.0] | |
]; | |
static final List<List<double>> _grad4 = <List<double>>[ | |
<double>[0.0, 1.0, 1.0, 1.0], | |
<double>[0.0, 1.0, 1.0, -1.0], | |
<double>[0.0, 1.0, -1.0, 1.0], | |
<double>[0.0, 1.0, -1.0, -1.0], | |
<double>[0.0, -1.0, 1.0, 1.0], | |
<double>[0.0, -1.0, 1.0, -1.0], | |
<double>[0.0, -1.0, -1.0, 1.0], | |
<double>[0.0, -1.0, -1.0, -1.0], | |
<double>[1.0, 0.0, 1.0, 1.0], | |
<double>[1.0, 0.0, 1.0, -1.0], | |
<double>[1.0, 0.0, -1.0, 1.0], | |
<double>[1.0, 0.0, -1.0, -1.0], | |
<double>[-1.0, 0.0, 1.0, 1.0], | |
<double>[-1.0, 0.0, 1.0, -1.0], | |
<double>[-1.0, 0.0, -1.0, 1.0], | |
<double>[-1.0, 0.0, -1.0, -1.0], | |
<double>[1.0, 1.0, 0.0, 1.0], | |
<double>[1.0, 1.0, 0.0, -1.0], | |
<double>[1.0, -1.0, 0.0, 1.0], | |
<double>[1.0, -1.0, 0.0, -1.0], | |
<double>[-1.0, 1.0, 0.0, 1.0], | |
<double>[-1.0, 1.0, 0.0, -1.0], | |
<double>[-1.0, -1.0, 0.0, 1.0], | |
<double>[-1.0, -1.0, 0.0, -1.0], | |
<double>[1.0, 1.0, 1.0, 0.0], | |
<double>[1.0, 1.0, -1.0, 0.0], | |
<double>[1.0, -1.0, 1.0, 0.0], | |
<double>[1.0, -1.0, -1.0, 0.0], | |
<double>[-1.0, 1.0, 1.0, 0.0], | |
<double>[-1.0, 1.0, -1.0, 0.0], | |
<double>[-1.0, -1.0, 1.0, 0.0], | |
<double>[-1.0, -1.0, -1.0, 0.0] | |
]; | |
// To remove the need for index wrapping, double the permutation table length | |
List<int> _perm; | |
List<int> _permMod12; | |
// Skewing and unskewing factors for 2, 3, and 4 dimensions | |
static final double _f2 = 0.5 * (math.sqrt(3.0) - 1.0); | |
static final double _g2 = (3.0 - math.sqrt(3.0)) / 6.0; | |
static const double _f3 = 1.0 / 3.0; | |
static const double _g3 = 1.0 / 6.0; | |
static final double _f4 = (math.sqrt(5.0) - 1.0) / 4.0; | |
static final double _g4 = (5.0 - math.sqrt(5.0)) / 20.0; | |
double _dot2(List<double> g, double x, double y) => g[0] * x + g[1] * y; | |
double _dot3(List<double> g, double x, double y, double z) => | |
g[0] * x + g[1] * y + g[2] * z; | |
double _dot4(List<double> g, double x, double y, double z, double w) => | |
g[0] * x + g[1] * y + g[2] * z + g[3] * w; | |
SimplexNoise([math.Random r]) { | |
r ??= math.Random(); | |
final List<int> p = | |
List<int>.generate(256, (_) => r.nextInt(256), growable: false); | |
_perm = List<int>.generate(p.length * 2, (int i) => p[i % p.length], | |
growable: false); | |
_permMod12 = List<int>.generate(_perm.length, (int i) => _perm[i] % 12, | |
growable: false); | |
} | |
double noise2D(double xin, double yin) { | |
double n0, n1, n2; // Noise contributions from the three corners | |
// Skew the input space to determine which simplex cell we're in | |
final double s = (xin + yin) * _f2; // Hairy factor for 2D | |
final int i = (xin + s).floor(); | |
final int j = (yin + s).floor(); | |
final double t = (i + j) * _g2; | |
final double kX0 = i - t; // Unskew the cell origin back to (x,y) space | |
final double kY0 = j - t; | |
final double x0 = xin - kX0; // The x,y distances from the cell origin | |
final double y0 = yin - kY0; | |
// For the 2D case, the simplex shape is an equilateral triangle. | |
// Determine which simplex we are in. | |
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords | |
if (x0 > y0) { | |
i1 = 1; | |
j1 = 0; | |
} // lower triangle, XY order: (0,0)->(1,0)->(1,1) | |
else { | |
i1 = 0; | |
j1 = 1; | |
} // upper triangle, YX order: (0,0)->(0,1)->(1,1) | |
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and | |
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where | |
// c = (3-sqrt(3))/6 | |
final double x1 = | |
x0 - i1 + _g2; // Offsets for middle corner in (x,y) unskewed coords | |
final double y1 = y0 - j1 + _g2; | |
final double x2 = x0 - | |
1.0 + | |
2.0 * _g2; // Offsets for last corner in (x,y) unskewed coords | |
final double y2 = y0 - 1.0 + 2.0 * _g2; | |
// Work out the hashed gradient indices of the three simplex corners | |
final int ii = i & 255; | |
final int jj = j & 255; | |
final int gi0 = _permMod12[ii + _perm[jj]]; | |
final int gi1 = _permMod12[ii + i1 + _perm[jj + j1]]; | |
final int gi2 = _permMod12[ii + 1 + _perm[jj + 1]]; | |
// Calculate the contribution from the three corners | |
var t0 = 0.5 - x0 * x0 - y0 * y0; | |
if (t0 < 0) { | |
n0 = 0.0; | |
} else { | |
t0 *= t0; | |
n0 = t0 * | |
t0 * | |
_dot2(_grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient | |
} | |
var t1 = 0.5 - x1 * x1 - y1 * y1; | |
if (t1 < 0) { | |
n1 = 0.0; | |
} else { | |
t1 *= t1; | |
n1 = t1 * t1 * _dot2(_grad3[gi1], x1, y1); | |
} | |
var t2 = 0.5 - x2 * x2 - y2 * y2; | |
if (t2 < 0) { | |
n2 = 0.0; | |
} else { | |
t2 *= t2; | |
n2 = t2 * t2 * _dot2(_grad3[gi2], x2, y2); | |
} | |
// Add contributions from each corner to get the final noise value. | |
// The result is scaled to return values in the interval [-1,1]. | |
return 70.0 * (n0 + n1 + n2); | |
} | |
// 3D simplex noise | |
double noise3D(double xin, double yin, double zin) { | |
double n0, n1, n2, n3; // Noise contributions from the four corners | |
// Skew the input space to determine which simplex cell we're in | |
final double s = | |
(xin + yin + zin) * _f3; // Very nice and simple skew factor for 3D | |
final int i = (xin + s).floor(); | |
final int j = (yin + s).floor(); | |
final int k = (zin + s).floor(); | |
final double t = (i + j + k) * _g3; | |
final double kX0 = i - t; // Unskew the cell origin back to (x,y,z) space | |
final double kY0 = j - t; | |
final double kZ0 = k - t; | |
final double x0 = xin - kX0; // The x,y,z distances from the cell origin | |
final double y0 = yin - kY0; | |
final double z0 = zin - kZ0; | |
// For the 3D case, the simplex shape is a slightly irregular tetrahedron. | |
// Determine which simplex we are in. | |
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords | |
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords | |
if (x0 >= y0) { | |
if (y0 >= z0) { | |
i1 = 1; | |
j1 = 0; | |
k1 = 0; | |
i2 = 1; | |
j2 = 1; | |
k2 = 0; | |
} // X Y Z order | |
else if (x0 >= z0) { | |
i1 = 1; | |
j1 = 0; | |
k1 = 0; | |
i2 = 1; | |
j2 = 0; | |
k2 = 1; | |
} // X Z Y order | |
else { | |
i1 = 0; | |
j1 = 0; | |
k1 = 1; | |
i2 = 1; | |
j2 = 0; | |
k2 = 1; | |
} // Z X Y order | |
} else { | |
// x0<y0 | |
if (y0 < z0) { | |
i1 = 0; | |
j1 = 0; | |
k1 = 1; | |
i2 = 0; | |
j2 = 1; | |
k2 = 1; | |
} // Z Y X order | |
else if (x0 < z0) { | |
i1 = 0; | |
j1 = 1; | |
k1 = 0; | |
i2 = 0; | |
j2 = 1; | |
k2 = 1; | |
} // Y Z X order | |
else { | |
i1 = 0; | |
j1 = 1; | |
k1 = 0; | |
i2 = 1; | |
j2 = 1; | |
k2 = 0; | |
} // Y X Z order | |
} | |
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), | |
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and | |
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where | |
// c = 1/6. | |
final double x1 = | |
x0 - i1 + _g3; // Offsets for second corner in (x,y,z) coords | |
final double y1 = y0 - j1 + _g3; | |
final double z1 = z0 - k1 + _g3; | |
final double x2 = | |
x0 - i2 + 2.0 * _g3; // Offsets for third corner in (x,y,z) coords | |
final double y2 = y0 - j2 + 2.0 * _g3; | |
final double z2 = z0 - k2 + 2.0 * _g3; | |
final double x3 = | |
x0 - 1.0 + 3.0 * _g3; // Offsets for last corner in (x,y,z) coords | |
final double y3 = y0 - 1.0 + 3.0 * _g3; | |
final double z3 = z0 - 1.0 + 3.0 * _g3; | |
// Work out the hashed gradient indices of the four simplex corners | |
final int ii = i & 255; | |
final int jj = j & 255; | |
final int kk = k & 255; | |
final int gi0 = _permMod12[ii + _perm[jj + _perm[kk]]]; | |
final int gi1 = _permMod12[ii + i1 + _perm[jj + j1 + _perm[kk + k1]]]; | |
final int gi2 = _permMod12[ii + i2 + _perm[jj + j2 + _perm[kk + k2]]]; | |
final int gi3 = _permMod12[ii + 1 + _perm[jj + 1 + _perm[kk + 1]]]; | |
// Calculate the contribution from the four corners | |
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; | |
if (t0 < 0) { | |
n0 = 0.0; | |
} else { | |
t0 *= t0; | |
n0 = t0 * t0 * _dot3(_grad3[gi0], x0, y0, z0); | |
} | |
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; | |
if (t1 < 0) { | |
n1 = 0.0; | |
} else { | |
t1 *= t1; | |
n1 = t1 * t1 * _dot3(_grad3[gi1], x1, y1, z1); | |
} | |
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; | |
if (t2 < 0) { | |
n2 = 0.0; | |
} else { | |
t2 *= t2; | |
n2 = t2 * t2 * _dot3(_grad3[gi2], x2, y2, z2); | |
} | |
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; | |
if (t3 < 0) { | |
n3 = 0.0; | |
} else { | |
t3 *= t3; | |
n3 = t3 * t3 * _dot3(_grad3[gi3], x3, y3, z3); | |
} | |
// Add contributions from each corner to get the final noise value. | |
// The result is scaled to stay just inside [-1,1] | |
return 32.0 * (n0 + n1 + n2 + n3); | |
} | |
// 4D simplex noise, better simplex rank ordering method 2012-03-09 | |
double noise4D(double x, double y, double z, double w) { | |
double n0, n1, n2, n3, n4; // Noise contributions from the five corners | |
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in | |
final double s = (x + y + z + w) * _f4; // Factor for 4D skewing | |
final int i = (x + s).floor(); | |
final int j = (y + s).floor(); | |
final int k = (z + s).floor(); | |
final int l = (w + s).floor(); | |
final double t = (i + j + k + l) * _g4; // Factor for 4D unskewing | |
final double kX0 = i - t; // Unskew the cell origin back to (x,y,z,w) space | |
final double kY0 = j - t; | |
final double kZ0 = k - t; | |
final double kW0 = l - t; | |
final double x0 = x - kX0; // The x,y,z,w distances from the cell origin | |
final double y0 = y - kY0; | |
final double z0 = z - kZ0; | |
final double w0 = w - kW0; | |
// For the 4D case, the simplex is a 4D shape I won't even try to describe. | |
// To find out which of the 24 possible simplices we're in, we need to | |
// determine the magnitude ordering of x0, y0, z0 and w0. | |
// Six pair-wise comparisons are performed between each possible pair | |
// of the four coordinates, and the results are used to rank the numbers. | |
var rankx = 0; | |
var ranky = 0; | |
var rankz = 0; | |
var rankw = 0; | |
if (x0 > y0) { | |
rankx++; | |
} else { | |
ranky++; | |
} | |
if (x0 > z0) { | |
rankx++; | |
} else { | |
rankz++; | |
} | |
if (x0 > w0) { | |
rankx++; | |
} else { | |
rankw++; | |
} | |
if (y0 > z0) { | |
ranky++; | |
} else { | |
rankz++; | |
} | |
if (y0 > w0) { | |
ranky++; | |
} else { | |
rankw++; | |
} | |
if (z0 > w0) { | |
rankz++; | |
} else { | |
rankw++; | |
} | |
int i1, j1, k1, l1; // The integer offsets for the second simplex corner | |
int i2, j2, k2, l2; // The integer offsets for the third simplex corner | |
int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner | |
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. | |
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w | |
// impossible. Only the 24 indices which have non-zero entries make any sense. | |
// We use a thresholding to set the coordinates in turn from the largest magnitude. | |
// Rank 3 denotes the largest coordinate. | |
i1 = rankx >= 3 ? 1 : 0; | |
j1 = ranky >= 3 ? 1 : 0; | |
k1 = rankz >= 3 ? 1 : 0; | |
l1 = rankw >= 3 ? 1 : 0; | |
// Rank 2 denotes the second largest coordinate. | |
i2 = rankx >= 2 ? 1 : 0; | |
j2 = ranky >= 2 ? 1 : 0; | |
k2 = rankz >= 2 ? 1 : 0; | |
l2 = rankw >= 2 ? 1 : 0; | |
// Rank 1 denotes the second smallest coordinate. | |
i3 = rankx >= 1 ? 1 : 0; | |
j3 = ranky >= 1 ? 1 : 0; | |
k3 = rankz >= 1 ? 1 : 0; | |
l3 = rankw >= 1 ? 1 : 0; | |
// The fifth corner has all coordinate offsets = 1, so no need to compute that. | |
final double x1 = | |
x0 - i1 + _g4; // Offsets for second corner in (x,y,z,w) coords | |
final double y1 = y0 - j1 + _g4; | |
final double z1 = z0 - k1 + _g4; | |
final double w1 = w0 - l1 + _g4; | |
final double x2 = | |
x0 - i2 + 2.0 * _g4; // Offsets for third corner in (x,y,z,w) coords | |
final double y2 = y0 - j2 + 2.0 * _g4; | |
final double z2 = z0 - k2 + 2.0 * _g4; | |
final double w2 = w0 - l2 + 2.0 * _g4; | |
final double x3 = | |
x0 - i3 + 3.0 * _g4; // Offsets for fourth corner in (x,y,z,w) coords | |
final double y3 = y0 - j3 + 3.0 * _g4; | |
final double z3 = z0 - k3 + 3.0 * _g4; | |
final double w3 = w0 - l3 + 3.0 * _g4; | |
final double x4 = | |
x0 - 1.0 + 4.0 * _g4; // Offsets for last corner in (x,y,z,w) coords | |
final double y4 = y0 - 1.0 + 4.0 * _g4; | |
final double z4 = z0 - 1.0 + 4.0 * _g4; | |
final double w4 = w0 - 1.0 + 4.0 * _g4; | |
// Work out the hashed gradient indices of the five simplex corners | |
final int ii = i & 255; | |
final int jj = j & 255; | |
final int kk = k & 255; | |
final int ll = l & 255; | |
final int gi0 = _perm[ii + _perm[jj + _perm[kk + _perm[ll]]]] % 32; | |
final int gi1 = | |
_perm[ii + i1 + _perm[jj + j1 + _perm[kk + k1 + _perm[ll + l1]]]] % 32; | |
final int gi2 = | |
_perm[ii + i2 + _perm[jj + j2 + _perm[kk + k2 + _perm[ll + l2]]]] % 32; | |
final int gi3 = | |
_perm[ii + i3 + _perm[jj + j3 + _perm[kk + k3 + _perm[ll + l3]]]] % 32; | |
final int gi4 = | |
_perm[ii + 1 + _perm[jj + 1 + _perm[kk + 1 + _perm[ll + 1]]]] % 32; | |
// Calculate the contribution from the five corners | |
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0; | |
if (t0 < 0) { | |
n0 = 0.0; | |
} else { | |
t0 *= t0; | |
n0 = t0 * t0 * _dot4(_grad4[gi0], x0, y0, z0, w0); | |
} | |
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1; | |
if (t1 < 0) { | |
n1 = 0.0; | |
} else { | |
t1 *= t1; | |
n1 = t1 * t1 * _dot4(_grad4[gi1], x1, y1, z1, w1); | |
} | |
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2; | |
if (t2 < 0) { | |
n2 = 0.0; | |
} else { | |
t2 *= t2; | |
n2 = t2 * t2 * _dot4(_grad4[gi2], x2, y2, z2, w2); | |
} | |
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3; | |
if (t3 < 0) { | |
n3 = 0.0; | |
} else { | |
t3 *= t3; | |
n3 = t3 * t3 * _dot4(_grad4[gi3], x3, y3, z3, w3); | |
} | |
var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4; | |
if (t4 < 0) { | |
n4 = 0.0; | |
} else { | |
t4 *= t4; | |
n4 = t4 * t4 * _dot4(_grad4[gi4], x4, y4, z4, w4); | |
} | |
// Sum up and scale the result to cover the range [-1,1] | |
return 27.0 * (n0 + n1 + n2 + n3 + n4); | |
} | |
} |
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