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rain-utils.js
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233 lines (206 loc) · 5.74 KB
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/**
* Rain Effect Utility Functions
* Organic enhancement utilities for natural, varied rain effects
*/
// Vector2 utility class for 2D operations
class Vec2 {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
static create(x, y) {
return new Vec2(x, y);
}
add(other) {
return new Vec2(this.x + other.x, this.y + other.y);
}
subtract(other) {
return new Vec2(this.x - other.x, this.y - other.y);
}
multiply(scalar) {
return new Vec2(this.x * scalar, this.y * scalar);
}
distance(other) {
const dx = this.x - other.x;
const dy = this.y - other.y;
return Math.sqrt(dx * dx + dy * dy);
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
normalize() {
const len = this.length();
return len > 0 ? new Vec2(this.x / len, this.y / len) : new Vec2(0, 0);
}
}
// Rectangle utility class
class Rect {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
get min() {
return new Vec2(this.x, this.y);
}
get size() {
return new Vec2(this.width, this.height);
}
get max() {
return new Vec2(this.x + this.width, this.y + this.height);
}
}
// Jitter option interface
class JitterOption {
constructor(base, jitter) {
this.base = base;
this.jitter = jitter;
}
}
/**
* Generate jittered values with natural variation
* @param {JitterOption} option - Object with base and jitter values
* @returns {number|Vec2} - Jittered value
*/
function randomJittered(option) {
if (typeof option.base === 'number') {
// For numbers: base ± jitter
return option.base + option.jitter * (Math.random() * 2 - 1);
} else if (option.base instanceof Vec2) {
// For Vec2: jitter each component
return new Vec2(
option.base.x + option.jitter.x * (Math.random() * 2 - 1),
option.base.y + option.jitter.y * (Math.random() * 2 - 1)
);
} else if (Array.isArray(option.base)) {
// For arrays: jitter each element
return [
option.base[0] + option.jitter[0] * (Math.random() * 2 - 1),
option.base[1] + option.jitter[1] * (Math.random() * 2 - 1)
];
}
return option.base;
}
/**
* Generate random point within a rectangle
* @param {Rect} rect - Rectangle to sample from
* @returns {Vec2} - Random point within rectangle
*/
function randomInRect(rect) {
return new Vec2(
rect.x + Math.random() * rect.width,
rect.y + Math.random() * rect.height
);
}
// Golden ratio constant for noise generation
const PHI = 1.61803398874989484820459;
/**
* Fractional part of a number
* @param {number} x - Input number
* @returns {number} - Fractional part
*/
function fract(x) {
return x - Math.floor(x);
}
/**
* Generate organic noise using golden ratio
* Based on: https://www.shadertoy.com/view/ltB3zD
* @param {Vec2} xy - Non-zero integer coordinates
* @param {number} seed - Non-zero integer seed
* @returns {number} - Noise value in [-1, 1]
*/
function goldNoise(xy, seed) {
const golden = xy.multiply(PHI);
const distance = golden.distance(xy);
return fract(Math.tan(distance * seed) * xy.x) * 2 - 1;
}
/**
* Generate tent noise for smooth variations
* @param {number} t - Time/position parameter
* @param {number} seed - Seed for variation
* @returns {number} - Tent noise value
*/
function tentNoise(t, seed) {
const frac = fract(t);
const grid = Math.floor(t + seed);
const noise = Math.sin(grid * 12.9898 + seed * 78.233) * 43758.5453;
return (fract(noise) * 2 - 1) * (1 - Math.abs(frac * 2 - 1));
}
/**
* Generate random value in (-1, 1)
* @returns {number} - Random value
*/
function random() {
return Math.random() * 2 - 1;
}
/**
* Generate random value in range [min, max]
* @param {number} min - Minimum value
* @param {number} max - Maximum value
* @returns {number} - Random value in range
*/
function randomRange(min, max) {
return Math.random() * (max - min) + min;
}
/**
* Generate organic drop shape variation
* @param {Vec2} position - Drop position
* @param {number} seed - Unique seed for this drop
* @returns {number} - Shape variation factor
*/
function organicShapeVariation(position, seed) {
const noise1 = goldNoise(position.multiply(0.1), seed);
const noise2 = goldNoise(position.multiply(0.05), seed + 1000);
return 1 + (noise1 * 0.1 + noise2 * 0.05);
}
/**
* Generate natural drop size variation
* @param {number} baseSize - Base drop size
* @param {number} variation - Variation amount
* @returns {number} - Varied drop size
*/
function naturalDropSize(baseSize, variation = 0.3) {
const jittered = randomJittered(new JitterOption(baseSize, baseSize * variation));
return Math.max(0.5, jittered); // Ensure minimum size
}
/**
* Generate natural drop speed variation
* @param {number} baseSpeed - Base drop speed
* @param {number} variation - Variation amount
* @returns {number} - Varied drop speed
*/
function naturalDropSpeed(baseSpeed, variation = 0.2) {
const jittered = randomJittered(new JitterOption(baseSpeed, baseSpeed * variation));
return Math.max(0.1, jittered); // Ensure minimum speed
}
/**
* Generate organic trail intensity
* @param {number} age - Drop age
* @param {number} seed - Drop seed
* @returns {number} - Trail intensity
*/
function organicTrailIntensity(age, seed) {
const baseIntensity = 0.5;
const variation = tentNoise(age * 0.1, seed) * 0.3;
return Math.max(0, Math.min(1, baseIntensity + variation));
}
// Export all utilities
window.RainUtils = {
Vec2,
Rect,
JitterOption,
randomJittered,
randomInRect,
goldNoise,
tentNoise,
random,
randomRange,
organicShapeVariation,
naturalDropSize,
naturalDropSpeed,
organicTrailIntensity,
fract,
PHI
};
console.log('🌧️ Rain Utils loaded - Organic enhancement functions available!');