Created
April 26, 2015 17:20
-
-
Save neilisaac/372f168a78a46a53f392 to your computer and use it in GitHub Desktop.
genmaze - generative art hackathon 2015
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// a hack by neil isaac | |
function stringTexture(text, color) { | |
var canvas = document.createElement("canvas"); | |
canvas.width = 256; | |
canvas.height = 256; | |
var ctx = canvas.getContext("2d"); | |
ctx.fillStyle = color; | |
ctx.fillRect(0, 0, 256, 256); | |
ctx.font = "48px Arial"; | |
ctx.fillStyle = "#000000"; | |
ctx.fillText(text, 50, 50); | |
var imgtexture = THREE.ImageUtils.loadTexture(canvas.toDataURL()); | |
return new THREE.MeshLambertMaterial({map: imgtexture}); | |
} | |
function getRndColor() { | |
var r = 255*Math.random()|0, | |
g = 255*Math.random()|0, | |
b = 255*Math.random()|0; | |
return 'rgb(' + r + ',' + g + ',' + b + ')'; | |
} | |
function gradientTexture() { | |
var canvas = document.createElement("canvas"); | |
canvas.width = 256; | |
canvas.height = 256; | |
var ctx = canvas.getContext("2d"); | |
var grd = ctx.createRadialGradient(75,50,5,90,60,100); | |
grd.addColorStop(0, getRndColor()); | |
grd.addColorStop(1, getRndColor()); | |
ctx.fillStyle = grd; | |
ctx.fillRect(0, 0, 256, 256); | |
var imgtexture = THREE.ImageUtils.loadTexture(canvas.toDataURL()); | |
return new THREE.MeshLambertMaterial({map: imgtexture}); | |
} | |
function stringPlane(text, color) { | |
var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(1, 1), stringTexture(text, color)); | |
mesh.addToScene = function(scene) { | |
scene.add(mesh); | |
} | |
return mesh; | |
} | |
function snazzyPlane() { | |
var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(1, 1), gradientTexture()); | |
mesh.material.side = THREE.DoubleSide; | |
return mesh; | |
} | |
function node(x, y, z) { | |
this.f = stringPlane(x + " " + z + "\nfront", "#ff0000"); | |
this.f.rotation.set(0, 0, 0); | |
this.f.position.set(x, y, z - 0.5); | |
this.l = stringPlane(x + " " + z + "\nleft", "#00ff00"); | |
this.l.rotation.set(0, Math.PI/2, 0); | |
this.l.position.set(x - 0.5, y, z); | |
this.b = stringPlane(x + " " + z + "\nback", "#ffff00"); | |
this.b.rotation.set(0, Math.PI, 0); | |
this.b.position.set(x, y, z + 0.5); | |
this.r = stringPlane(x + " " + z + "\nright", "#0000ff"); | |
this.r.rotation.set(0, -Math.PI/2, 0); | |
this.r.position.set(x + 0.5, y, z); | |
this.addToScene = function(scene) { | |
if (this.l) { this.l.addToScene(scene); } | |
if (this.r) { this.r.addToScene(scene); } | |
if (this.f) { this.f.addToScene(scene); } | |
if (this.b) { this.b.addToScene(scene); } | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |
<style type="text/css"> | |
body {margin: 0; padding: 0;} | |
</style> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.js" defer></script> | |
<script src="geo.js" defer></script> | |
<script src="maze.js" defer></script> | |
<script src="sketch.js" defer></script> | |
</head> | |
<body> | |
</body> | |
</html> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// a hack by neil isaac | |
var MAZE_BOUND = 10; | |
function populateMaze(maze, x, y) { | |
if (maze[x][y] != null) { | |
return false; | |
} | |
if (x <= -MAZE_BOUND || x >= MAZE_BOUND || y <= -MAZE_BOUND || y >= MAZE_BOUND) { | |
maze[x][y] = 1; | |
return true; | |
} | |
var borders = 0; | |
if (maze[x][y+1] == 1) {borders++;} | |
if (maze[x][y-1] == 1) {borders++;} | |
if (maze[x+1][y] == 1) {borders++;} | |
if (maze[x-1][y] == 1) {borders++;} | |
if (borders > 1) { | |
maze[x][y] = 3; | |
return false; | |
} | |
maze[x][y] = 1; | |
var exits = false; | |
var funcs = [ | |
function() {return populateMaze(maze, x+1, y)}, | |
function() {return populateMaze(maze, x-1, y)}, | |
function() {return populateMaze(maze, x, y-1)}, | |
function() {return populateMaze(maze, x, y+1)}] | |
while (funcs.length) { | |
var index = Math.floor(Math.random() * funcs.length); | |
var func = funcs[index]; | |
funcs.splice(index, 1); | |
exits |= func(); | |
} | |
if (exits) { | |
return true; | |
} else { | |
maze[x][y] = null; | |
return false; | |
} | |
} | |
function createMaze() { | |
var maze = []; | |
for (var x = -MAZE_BOUND; x < MAZE_BOUND+1; x++) { | |
maze[x] = []; | |
for (var y = -MAZE_BOUND; y < MAZE_BOUND+1; y++) { | |
maze[x][y] = null; | |
} | |
} | |
return maze; | |
} | |
function solveMaze(maze, x, z) { | |
if (Math.abs(x) == MAZE_BOUND || Math.abs(z) == MAZE_BOUND) { | |
return [[x, z]]; | |
} | |
if (maze[x][z] != 1) { | |
return null; | |
} | |
maze[x][z] = 2; | |
var exits = false; | |
var funcs = [ | |
function() {return solveMaze(maze, x+1, z)}, | |
function() {return solveMaze(maze, x-1, z)}, | |
function() {return solveMaze(maze, x, z-1)}, | |
function() {return solveMaze(maze, x, z+1)}] | |
while (funcs.length) { | |
var index = Math.floor(Math.random() * funcs.length); | |
var func = funcs[index]; | |
funcs.splice(index, 1); | |
var result = func(); | |
if (result != null) { | |
result.push([x, z]); | |
return result; | |
} | |
} | |
return null; | |
} | |
function printMaze(maze) { | |
var output = ""; | |
for (var y = -MAZE_BOUND; y < MAZE_BOUND+1; y++) { | |
for (var x = -MAZE_BOUND; x < MAZE_BOUND+1; x++) { | |
if (x == 0 && y == 0) {output += "o"} | |
else if (maze[x][y] == 1) {output += " "} | |
else if (maze[x][y] == 0) {output += "."} | |
else {output += "x"} | |
} | |
output += "\n"; | |
} | |
console.log(output); | |
} | |
function cubeNode(maze, x, z) { | |
var y = 0; | |
this.f = null; | |
this.b = null; | |
this.l = null; | |
this.r = null; | |
if (maze[x][z-1] != 1) { | |
this.f = snazzyPlane(); | |
this.f.rotation.set(0, 0, 0); | |
this.f.position.set(x, y, z - 0.5); | |
} | |
if (maze[x-1][z] != 1) { | |
this.l = snazzyPlane(); | |
this.l.rotation.set(0, Math.PI/2, 0); | |
this.l.position.set(x - 0.5, y, z); | |
} | |
if (maze[x][z+1] != 1) { | |
this.b = snazzyPlane(); | |
this.b.rotation.set(0, Math.PI, 0); | |
this.b.position.set(x, y, z + 0.5); | |
} | |
if (maze[x+1][z] != 1) { | |
this.r = snazzyPlane(); | |
this.r.rotation.set(0, -Math.PI/2, 0); | |
this.r.position.set(x + 0.5, y, z); | |
} | |
this.addToScene = function(scene) { | |
if (this.l) { scene.add(this.l) } | |
if (this.r) { scene.add(this.r) } | |
if (this.f) { scene.add(this.f) } | |
if (this.b) { scene.add(this.b) } | |
} | |
} | |
function createCubes(maze) { | |
var cubes = []; | |
for (var x = -MAZE_BOUND; x < MAZE_BOUND+1; x++) { | |
for (var z = -MAZE_BOUND; z < MAZE_BOUND+1; z++) { | |
if (maze[x][z] == 1 && Math.abs(x) < MAZE_BOUND && Math.abs(z) < MAZE_BOUND) { | |
cubes.push(new cubeNode(maze, x, z)); | |
} | |
} | |
} | |
return cubes; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// a hack by neil isaac | |
var renderer = new THREE.WebGLRenderer({devicePixelRatio: window.devicePixelRatio}); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
document.body.appendChild(renderer.domElement); | |
var STEP = 0.016; | |
var scene = null; | |
var solution = null; | |
var target = null; | |
var camera = null; | |
function dist(x1, z1, x2, z2) { | |
return Math.sqrt(Math.pow(x1-x2, 2) + Math.pow(z1-z2, 2)); | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
if (solution == null || target == null && solution.length == 0) { | |
console.log("making new scene"); | |
scene = new THREE.Scene(); | |
camera = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 0.1, 1000); | |
camera.position.set(0, 0, 0); | |
camera.rotation.set(0, 0, 0); | |
var light = new THREE.PointLight(0xffffff, 1, 100); | |
light.position.set(0, 10, 0); | |
scene.add(light); | |
scene.add(new THREE.AmbientLight(0x202020)); | |
var maze = createMaze(); | |
populateMaze(maze, 0, 0); | |
printMaze(maze); | |
var cubes = createCubes(maze); | |
for (var i = 0; i < cubes.length; i++) { | |
cubes[i].addToScene(scene); | |
} | |
solution = solveMaze(maze, 0, 0).reverse(); | |
for (var i = 0; i < solution.length; i++) { | |
console.log(solution[i]); | |
} | |
} | |
if (target != null && dist(camera.position.x, camera.position.z, target[0], target[1]) < 0.02) { | |
console.log("reached " + target); | |
target = null; | |
} | |
if (target == null && solution != null && solution.length > 0) { | |
target = solution[0]; | |
solution.splice(0, 1); | |
console.log("moving towards " + target); | |
} | |
if (target != null) { | |
var dx = target[0] - camera.position.x; | |
var dz = target[1] - camera.position.z; | |
var mag = dist(0, 0, dx, dz) + 0.00001; | |
camera.position.x += dx * STEP / mag; | |
camera.position.z += dz * STEP / mag; | |
var x = camera.rotation.x; | |
var y = camera.rotation.y; | |
var z = camera.rotation.z; | |
var d = dist(camera.position.x, camera.position.z, target[0], target[1]); | |
camera.position.y = 0; | |
camera.lookAt(new THREE.Vector3(target[0], 0, target[1])); | |
camera.rotation.y = y + (camera.rotation.y - y) * Math.sin((1-d) / 8); | |
camera.position.y = 0.6; | |
} | |
renderer.render(scene, camera); | |
} | |
animate(); |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment