Different results with the same code on a computer and a smartphone - javascript

Different results are obtained with the same code on a computer(windows 10) and a smartphone(android).I'm working in P5.JS with used loadPixels(). Below is an example code and screenshots. I will also leave a link to OpenProcessing so that you can test the program:
https://openprocessing.org/sketch/1703228
function setup() {
createCanvas(300, 300);
randomSeed(1);
for (let x2=0; x2<width; x2 +=100) {
for (let y2=0; y2<height; y2 += 100) {
fill(random(200),random(55),random(155));
rect(x2,y2,100,100);
}
}
///////
loadPixels();
background(255);
for (let y1=0; y1<height; y1+=100) {
for (let x1=0; x1<width; x1+=100) {
let poz=(x1+y1*width)*4;
let r=pixels[poz];
let g=pixels[poz+1];
let b=pixels[poz+2];
fill(r,g,b);
rect(x1,y1,100,100);
}
}
//////////
}
Computer picture
Smartphone picture

p5js pixels array is different from the original Java's processing pixels array. Very different.
It stores all canvas pixels in 1d array, 4 slots for each pixel:
[pix1R, pix1G, pix1B, pix1A, pix2R, pix2G, pix2B, pix2A...] And also the pixel density mathers.
So your issue is with pixel density that are different from one device to another.
Try differents values to pixelDensity() in the code below. With 1 you get the result that you are getting in PC, with 3 you get the result you get with mobile.
function setup() {
createCanvas(300, 300);
//change here!!
pixelDensity(3);
randomSeed(1);
for (let x2 = 0; x2 < width; x2 += 100) {
for (let y2 = 0; y2 < height; y2 += 100) {
fill(random(200), random(55), random(155));
rect(x2, y2, 100, 100);
}
}
///////
loadPixels();
background(255);
for (let y1 = 0; y1 < height; y1 += 100) {
for (let x1 = 0; x1 < width; x1 += 100) {
let poz = (x1 + y1 * width) * 4;
let r = pixels[poz];
let g = pixels[poz + 1];
let b = pixels[poz + 2];
fill(r, g, b);
rect(x1, y1, 100, 100);
}
}
//////////
}
To make them consistent you need to account for different pixelsDensity in your code.
the following code shows how to account for density using pixels in a determined area, in you case that would be the entire canvas.
To work any given area (a loaded image for instance) you can adapt this snippet:
(here i'm setting the color of the area, but you can get the idea;)
//the area data
const area_x = 35;
const area_y = 48;
const width_of_area = 180;
const height_of_area = 200;
//the pixel density
const d = pixelDensity();
loadPixels();
// those 2 first loops goes trough every pixel in the area
for (let x = area_x; x < width_of_area; x++) {
for (let y = area_y; y < height_of_area; y++) {
//here we go trough the pixels array to get each value of a pixel minding the density.
for (let i = 0; i < d; i++) {
for (let j = 0; j < d; j++) {
// calculate the index of the 1d array for every pixel
// 4 values in the array for each pixel
// y times density times #of pixels
// x idem
index = 4 * ((y * d + j) * width * d + (x * d + i));
// numbers for rgb color
pixels[index] = 255;
pixels[index + 1] = 30;
pixels[index + 2] = 200;
pixels[index + 3] = 255;
}
}
}
}
updatePixels();

Related

draw a hexagon of hexagons in p5.js

I am trying to create a hexagon made out of hexagon cells in p5.js.
I would like the algorithm to receive the following as input:
number of hexagon cells in the first row
total hexagon cells to draw
This is the code I have so far but it is not drawing the shape the way I want to.
// declare fixed variables
let diam = 30;
let total_hex = 30;
let diagonal = 7;
let first_row = 4;
let side = first_row;
// declare dependent variables
let radius = diam / 2;
let upper_half = side - 1;
let rows = upper_half + side;
function setup() {
createCanvas(700, 700);
}
// draw
function draw() {
background("#ffae5");
noFill();
strokeWeight(2);
stroke("#ffb703");
// start counters
// row_counter = rows;
counter = 0;
row_cells = first_row;
push();
translate(200, 200);
for (let j = 0; j < rows; j++) {
for (let i = 0; i < row_cells; i++) {
push();
translate(-j * (radius + radius / 2 + radius / 4), 0);
if (diagonal > i) {
console.log(diagonal, i);
push();
translate(i * 2 * diam - (i * radius) / 2, 3 * j * (diam / 2));
polygon(0, 0, diam, 6);
pop();
}
pop();
}
if (rows < j) {
row_cells -= 1;
}
if (rows > j) {
row_cells += 1;
}
}
pop();
}
function polygon(x, y, radius, npoints) {
let angle = TWO_PI / npoints;
beginShape();
for (let a = 0; a < TWO_PI; a += angle) {
let sx = x + sin(a) * radius;
let sy = y + cos(a) * radius;
vertex(sx, sy);
}
endShape(CLOSE);
}
Specifically, the hexagons from the bottom half of the shape appear to be shifted by some parameter I still can't figure out. Here's the link to the p5.js online editor.
What am I missing here? Thanks!
I logged i, j at each cell to determine the position.
Now if you look at the cells you want to remove, you will see that these cells are: i < 3 && j > 3 && j - i > 3.
So if you simply want to remove these cells, you could change your if (diagonal > i) to if (diagonal > i && !(i < 3 && j > 3 && j - i > 3))) or parametrize that 3 to be a dependent variable to Math.floor(diagonal/2) to make something like:
//declare fixed variables
let diagonal = 7;
...
//declare dependent variables
const bottomLeftThreshold = Math.floor(diagonal/2);
...
const bottomLeft = i < bottomLeftThreshold && j > bottomLeftThreshold && j - i > bottomLeftThreshold
if (diagonal > i && !(bottomLeft))
...
Now the code is much more readable and modularized.
I did some tweaks to #cSharp's code snippet (see first answer) here and there, and ended up making the code flexible enough so it can adapt to any number of hexagons and sizes.
Below are the "fixed" and "dependent" variables I declared to draw the hexagon as well as the draw() function. I had to do some auxiliary calculations to get the diagonal and side sizes here.
// declare data variables
let year_1920 = 21;
let year_2019 = 73;
// declare fixed variables
let diam = 30;
let total_hex = year_2019;
let diagonal = 11;
let first_row = 6;
let side = first_row;
// declare dependent variables
let radius = diam / 2;
let upper_half = side - 1;
let rows = upper_half + side;
function draw() {
background("#ffae5");
noFill();
strokeWeight(1.2);
stroke("#ffb703");
// start counters
yellow = 0;
counter = 0;
row_cells = first_row;
push();
translate(200, 100);
for (let j = 0; j < rows; j++) {
for (let i = 0; i < row_cells; i++) {
if (yellow >= year_1920) {
stroke(255);
fill("#ffb703");
}
yellow++;
if (counter >= total_hex) {
noStroke();
noFill();
}
push();
translate(-j * (radius + radius / 2 + radius / 4), 0);
if (
diagonal > i &&
!(i < upper_half && j > upper_half && j - i > upper_half)
) {
push();
translate(i * 2 * diam - (i * radius) / 2, 3 * j * (diam / 2));
polygon(0, 0, diam, 6);
pop();
counter++;
}
pop();
}
if (rows > j) {
row_cells++;
}
}
pop();
}

P5.js curveVertex function is closing at a point

I've created a noise function that pairs with a circle function to create a random noise circle thing that looks pretty cool. My problem is the curveVertex function in P5.js works correctly except for the connection of the first and last vertex. My code is:
let start = Array(50).fill(0); // dont change
let amount = 1; // amount of shapes
let gap = 30; // between shapes
let amplify = 50; // 0 -->
let colorSpeed = 1; // 1 - 9
let colorSeparation = 3; // 0 - 80 recomended 0 - 10
function setup() {
createCanvas(windowWidth, windowHeight);
for(let i = 0 ; i < start.length; i++){
start[i] = random(i);
}
}
function draw() {
background(0);
for(let dnc = (amount + 1) * gap; dnc > gap; dnc -= gap){
drawNoiseCircle(dnc, getNoise(start.length));
}
start = start.map( c => c + 0.01 );
}
function getNoise(amount){
let lengths = [];
for(let i = 1; i < amount + 1; i++){
let n1 = noise(start[i - 1]);
let noise1 = map(n1, 0, 1, -amplify, amplify);
lengths.push(abs(-noise1));
}
return lengths;
}
function drawNoiseCircle(radius, lengths){
colorMode(HSB);
fill(((frameCount + radius) * colorSeparation)/-map(colorSpeed, 1, 10, -10, -1) % 360, 100, 50);
noStroke()
let x;
let y;
beginShape();
for(let l = 0; l < lengths.length; l++){
x = Math.cos(radians(l * 360 / lengths.length)) * (radius + lengths[l]) + width/2;
y = Math.sin(radians(l * 360 / lengths.length)) * (radius + lengths[l]) + height/2;
curveVertex(x, y);
}
endShape(CLOSE);
stroke("black");
line(width/2, height/2, width, height/2);
line(width/2, height/2 + 9, width, height/2 + 9);
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.1/lib/p5.js"></script>
I understand the endShape(CLOSED) closes the shape with a straight line, but I'm not sure any other way to close the shape.
You can see the pointed edge on the right side, directly in the middle of the shape.
!EDIT!
I've added lines to the shape to show the line segment that isn't affected by the curve vertex. Also, I understand it may not be a very significant problem, but if the amount of vertexes shrink, it becomes a much bigger problem (eg. a square or a triangle).
Unfortunately I won't have time to dive deep and debug the actual issue with curveVertex (or it's math) at the time, but it seems there's something interesting with curveVertex() in particular.
#Ouoborus point makes sense and the function "should" behave that way (and it was with vertex(), but not curveVertex()). For some reason curveVertex() requires looping over the not just the first point again, but the second and third.
Here's basic example:
function setup() {
createCanvas(300, 300);
background(220);
let numPoints = 6;
let angleIncrement = TWO_PI / numPoints;
let radius = 120;
beginShape();
for(let i = 0 ; i < numPoints + 3; i++){
let angle = angleIncrement * i;
let x = 150 + cos(angle) * radius;
let y = 150 + sin(angle) * radius;
curveVertex(x, y);
}
endShape();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.1/p5.min.js"></script>
Try decreasing numPoints + 3 to numPoints + 2 or notice the behaviour you're describing.
(I could speculate it might have something to do with how curveVertex() (Catmull-Rom splines) are implemented in p5 and how many coordinates/points it requires, but this isn't accurate without reading the source code and debugging a bit)
Here's a version of your code using the above notes:
let start = Array(30).fill(0);
let colorSpeed = 1; // 1 - 9
let colorSeparation = 3; // 0 - 80 recomended 0 - 10
function setup() {
createCanvas(600, 600);
colorMode(HSB);
noStroke();
// init noise seeds
for(let i = 0 ; i < start.length; i++){
start[i] = random(i);
}
}
function getNoise(seeds, amplify = 50){
let amount = seeds.length;
let lengths = [];
for(let i = 1; i < amount + 1; i++){
let n1 = noise(seeds[i - 1]);
let noise1 = map(n1, 0, 1, -amplify, amplify);
lengths.push(abs(-noise1));
}
return lengths;
}
function drawNoiseCircle(radius, lengths){
let sides = lengths.length;
let ai = TWO_PI / sides;
let cx = width * 0.5;
let cy = height * 0.5;
fill(((frameCount + radius) * colorSeparation)/-map(colorSpeed, 1, 10, -10, -1) % 360, 100, 50);
beginShape();
for(let i = 0 ; i < sides + 3; i++){
let noiseRadius = radius + lengths[i % sides];
let a = ai * i;
let x = cx + cos(a) * noiseRadius;
let y = cy + sin(a) * noiseRadius;
curveVertex(x, y);
}
endShape();
}
function draw() {
background(0);
// draw with updated perlin noise values
drawNoiseCircle(120, getNoise(start));
// increment noise seed
start = start.map( c => c + 0.01 );
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.1/p5.min.js"></script>

print image using ESC POS commands Javascript

I'm trying print image date using ESC POS commands in Javascript, but until now just crap is printing out.
Command ESC *
I'm using Javascript, trying print direct to bluethoo a image in bit64string.
I tried this example with ESC #, ESC * command in Javscript
It only prints me characters, but not the image
Thank in advance
// let image = context.getImageData(0, 0, width, height)
getImageData(image, Width, Height){
var dimensions = Width * Height
var dots = new Uint8Array(dimensions)
var index = 0
var threshold = 127;
for (var y = 0; y < Height; y++)
{
for (var x = 0; x < Width; x++)
{
var color = this.getPixelI(image, x, y)
//let luminance
let luminance = (0.2126* color[0] + 0.7152 * color[1] + 0.0722 * color[2]);
dots[index] = luminance < threshold
index++;
}
}
return dots
}
getPixelI(imgData, x, y) {
var i = y * (imgData.width * 4) + x * 4;
var d = imgData.data;
return [d[i],d[i+1],d[i+2], d[i+3]] // returns array [R,G,B,A]
}

How to avoid repeated?

Good day,
I am generating some circles with colors, sizes and positions. All of this things randomly.
But, my problem is that I do not want them to collide, so that no circle is inside another, not even a little bit.
The logic explained in detail within the code, I would like to know why the failure and why the infinite loop.
The important functions are:
checkSeparation and setPositions
window.addEventListener("load", draw);
function draw() {
var canvas = document.getElementById("balls"), // Get canvas
ctx = canvas.getContext("2d"); // Context
canvas.width = document.body.clientWidth; // Set canvas width
canvas.height = document.documentElement.scrollHeight; // Height
var cW = canvas.width, cH = canvas.height; // Save in vars
ctx.fillStyle = "#fff022"; // Paint background
ctx.fillRect(0, 0, cW, cH); // Coordinates to paint
var arrayOfBalls = createBalls(); // create all balls
setPositions(arrayOfBalls, cW, cH);
arrayOfBalls.forEach(ball => { // iterate balls to draw
ctx.beginPath(); // start the paint
ctx.fillStyle = ball.color;
ctx.arc(ball.x, ball.y, ball.radius, 0, (Math.PI/180) * 360, false); // draw the circle
ctx.fill(); // fill
ctx.closePath(); // end the paint
});
}
function Ball() {
this.x = 0; // x position of Ball
this.y = 0; // y position of Ball
this.radius = Math.floor(Math.random() * ( 30 - 10 + 1) + 10);
this.color = "";
}
Ball.prototype.setColor = function(){
for(var j = 0, hex = "0123456789ABCDEF", max = hex.length,
random, str = ""; j <= 6; j++, random = Math.floor(Math.random() * max), str += hex[random])
this.color = "#" + str;
};
function random(val, min) {
return Math.floor(Math.random() * val + min); // Random number
}
function checkSeparation(value, radius, toCompare) {
var min = value - radius, // Min border of circle
max = value + radius; // Max border of circle
// Why ? e.g => x position of circle + this radius it will be its right edge
for(; min <= max; min++) {
if(toCompare.includes(min)) return false;
/*
Since all the positions previously obtained, I add them to the array, in order to have a reference when verifying the other positions and that they do NOT collide.
Here I check if they collide.
In the range of:
[pos x - its radius, pos x + its radius]
*/
}
return true; // If they never collided, it returns true
}
function createBalls() {
var maxBalls = 50, // number of balls
balls = []; // array of balls
for(var j = 0; j < maxBalls; j++) { // create 50 balls
var newBall = new Ball(); // create ball
newBall.setColor(); // set the ball color
balls.push(newBall); //push the ball to the array of balls
}
return balls; // return all balls to draw later
}
function setPositions(balls, canvasW, canvasH) {
var savedPosX = [], // to save x pos of balls
savedPosY = []; // to save y pos of balls
for(var start = 0, max = balls.length; start < max; start++) {
var current = balls[start], // current ball
randomX = random(canvasW, current.radius), // get random value for x pos
randomY = random(canvasH, current.radius); // get random value for y pos
if(checkSeparation(randomX, current.radius, savedPosX)) {
current.x = randomX; // If it position, along with your radio does not touch another circle, I add the position
} else {
// start--; continue;
console.log("X: The above code causes an infinite loop");
}
if(checkSeparation(randomY, current.radius, savedPosY)) {
current.y = randomY;
} else {
// start--; continue;
console.log("Y: The above code causes an infinite loop");
}
}
}
body,html {
margin: 0; border: 0; padding: 0; overflow: hidden;
}
<canvas id="balls"></canvas>
In your code, you test possible collisions by means of arrays of already used x and y positions, but you never add new positions to these arrays. You also check the x and y coordinates separately, which means you are really testing a collision of a bounding box.
Two circles collide when the distance between their centres is smaller than the sum of their radii, so you could use:
function collides(balls, n, x, y, r) {
for (let i = 0; i < n; i++) {
let ball = balls[i];
let dx = ball.x - x;
let dy = ball.y - y;
let dd = dx*dx + dy*dy;
let rr = r + ball.radius;
if (dd < rr * rr) return true;
}
return false;
}
function setPositions(balls, canvasW, canvasH) {
for (let i = 0, max = balls.length; i < max; i++) {
let ball = balls[i],
r = ball.radius,
maxTries = 20;
ball.x = -canvasW;
ball.y = -canvasH;
for (let tries = 0; tries = maxTries; tries++) {
let x = random(canvasW - 2*r, r),
y = random(canvasH - 2*r, r);
if (!collides(balls, i, x, y, r)) {
ball.x = x;
ball.y = y;
break;
}
}
}
}
This is reasonably fast for 50 balls, but will be slow if you have more balls. In that case, some spatial data structures can speed up the collision search.
You must also guard against the case that no good place can be found. The code above gives up after 20 tries and moves the ball outside the visible canvas. You can improve the chances of placing balls by sorting the balls by radius and plaing the large balls first.
Finally, you add one hex digit too many to your random colour. (That for loop, where everything happens in the loop control is horrible, by the way.)

Fill a 2d Array with circular area

I want an array looking like this:
[
[0,0,1,1,1,0,0],
[0,1,1,1,1,1,0],
[1,1,1,1,1,1,1],
[1,1,1,1,1,1,1],
[1,1,1,1,1,1,1],
[0,1,1,1,1,1,0],
[0,0,1,1,1,0,0],
]
My first approach was to get the circumference
var steps = 100;
var coord = [];
var x,y;
for (var i = 0; i < steps; i++) {
var phase = 2 * Math.PI * i / steps;
x = Math.round(cenx + range * Math.cos(phase));
y = Math.round(ceny + range * Math.sin(phase))
if(x>=0 && y >=0){
coord.push([x,y]);
}
}
and with the resulting coords i could have juggled around to get the circular area. but i doubt that would be performant.
So my second approach would be to check every entry of the array whether it has a certain distance (i.e. radius) to the center of my circle. but for huge maps that wouldnt be performant either. perhaps checking only in a reasonable frame would be wiser.
but im certain there is a better approach for this problem.
im needing this for a fog of war implementation.
Your second suggested approach of testing each point in the array will be simple to implement, and can be optimized to just one subtract, one multiply and one test per element in the inner loop.
The basic test is ((x - centerX) * (x - centerX)) + ((y - centerY) * (y - centerY)) > radiusSq, but since ((y - centerY) * (y - centerY)) will be constant for a given row you can move that outside the loop.
Given that you have to visit each element in the array and set it anyway (meaning your algorithm will always be O(n2) on the circle radius), the test is a negligible cost:
// circle generation code:
function makeCircle(centerX, centerY, radius, a, arrayWidth, arrayHeight)
{
var x, y, d, yDiff, threshold, radiusSq;
radius = (radius * 2) + 1;
radiusSq = (radius * radius) / 4;
for(y = 0; y < arrayHeight; y++)
{
yDiff = y - centerY;
threshold = radiusSq - (yDiff * yDiff);
for(x = 0; x < arrayWidth; x++)
{
d = x - centerX;
a[y][x] = ((d * d) > threshold) ? 0 : 1;
}
}
}
// test code:
var width = 7;
var dim = (width * 2) + 1;
var array = new Array(dim);
for(row = 0; row < dim; row++)
array[row] = new Array(dim);
makeCircle(width, width, width, array, dim, dim);
for(var y = 0, s = ""; y < dim; y++)
{
for(var x = 0; x < dim; x++)
{
s += array[y][x];
}
s += "<br>";
}
document.body.innerHTML += s + "<br>";
I would use the mid-point circle algorithm and see the array as a bitmap.
I did this JavaScript implementation a while back, modified here to use an array as target source for the "pixel". Just note that a circle will produce odd widths and heights as the distance is always from a single center point and we can only use integer values in this case.
Tip: For speed improvements you could use typed array instead of a regular one (shown below).
Example
Make sure to use integer values as input, the code will clip values outside the "bitmap"/array -
var width = 7, height = 7,
array = new Uint8Array(width * height);
// "draw" circle into array
circle(3, 3, 3);
renderDOM();
// circle example 2
width = height = 17;
array = new Uint8Array(width * height);
circle(8, 8, 8);
renderDOM();
function circle(xc, yc, r) {
if (r < 1) return;
var x = r, y = 0, // for Bresenham / mid-point circle
cd = 0,
xoff = 0,
yoff = r,
b = -r,
p0, p1, w0, w1;
while (xoff <= yoff) {
p0 = xc - xoff;
p1 = xc - yoff;
w0 = xoff + xoff;
w1 = yoff + yoff;
hl(p0, yc - yoff, yc + yoff, w0); // fill a "line"
hl(p1, yc - xoff, yc + xoff, w1);
if ((b += xoff+++xoff) >= 0) {
b -= --yoff + yoff;
}
}
// for fill
function hl(x, y1, y2, w) {
w++;
var xw = 0;
while (w--) {
xw = x + w;
setPixel(xw, y1);
setPixel(xw, y2);
}
}
function setPixel(x, y) {
if (x < width && y < height && x >= 0 && y >= 0)
array[y * width + x] = 1;
}
}
function renderDOM() {
for(var i = 0, str = ""; i < array.length; i++) {
if (i > 0 && !(i % width)) str += "<br>";
str += array[i];
}
document.body.innerHTML += str + "<br><br>";
}
body {font:18px monospace}
For an odd-sized array (2r+1 x 2r+1),
for (row= 0; row < 2 * r + 1; row++)
{
f= (row + 1) * (row - 2 * r - 1) + r * r + r;
for (col= 0; col < 2 * r + 1; f+= 2 * (col - r) + 1; col++)
{
array[row][col]= f >= 0;
}
}

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