add circle move
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4a07d63005
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11 changed files with 151 additions and 55 deletions
16
README.md
16
README.md
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@ -37,6 +37,7 @@ This package is still working in progress. More types would be added. Welcome an
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- Circle Loop2
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- Circle Loop2
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- Pixel Hole
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- Pixel Hole
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- Dots Wave
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- Dots Wave
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- Circle Move
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For these kinds of art, the package provides as many parameters to control the appearance.
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For these kinds of art, the package provides as many parameters to control the appearance.
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@ -71,6 +72,7 @@ NewNoiseLine(n int)
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NewCircleLoop2(depth int)
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NewCircleLoop2(depth int)
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NewPixelHole(dotN int)
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NewPixelHole(dotN int)
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NewDotsWave(dotsN int)
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NewDotsWave(dotsN int)
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NewCircleMove(circleNum int)
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```
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```
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## Docs
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## Docs
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@ -419,22 +421,20 @@ func main() {
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![](images/silksky.png)
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![](images/silksky.png)
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### Maze
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### Circle Move
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```go
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```go
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func main() {
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func main() {
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rand.Seed(time.Now().Unix())
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rand.Seed(time.Now().Unix())
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c := generativeart.NewCanva(600, 600)
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c := generativeart.NewCanva(1200, 500)
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c.SetBackground(generativeart.Azure)
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c.SetBackground(common.White)
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c.SetLineWidth(3)
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c.SetLineColor(generativeart.Orange)
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c.FillBackground()
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c.FillBackground()
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c.Draw(generativeart.NewMaze(20))
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c.Draw(generativeart.NewCircleMove(1000))
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c.ToPNG("maze.png")
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c.ToPNG("circlemove.png")
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}
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}
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```
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```
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![](images/maze.png)
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![](images/circlemove.png)
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### Random Circle
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### Random Circle
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60
circlemove.go
Normal file
60
circlemove.go
Normal file
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@ -0,0 +1,60 @@
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package generativeart
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import (
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"github.com/fogleman/gg"
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"github.com/jdxyw/generativeart/common"
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"math"
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"math/rand"
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)
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type circleMove struct {
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circleNum int
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}
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func NewCircleMove(circleNum int) *circleMove {
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return &circleMove{
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circleNum: circleNum,
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}
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}
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// Generative draws a sircle moving images.
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func (cm *circleMove) Generative(c *canva) {
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ctex := gg.NewContextForRGBA(c.img)
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ctex.SetLineWidth(0.3)
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noise := common.NewPerlinNoise()
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cl := rand.Intn(255)
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for i := 0; i < cm.circleNum; i++ {
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//var sx, sy float64
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var cxx float64
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var np = 300.0
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for j := 0.0; j < np; j += 1.0 {
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theta := common.Remap(j, 0, np, 0, math.Pi*2)
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cx := float64(i)*3 - 200.0
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cy := float64(c.height)/2 + math.Sin(float64(i)/50)*float64(c.height)/12.0
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xx := math.Cos(theta+cx/10)*float64(c.height)/6.0
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yy := math.Sin(theta+cx/10)*float64(c.height)/6.0
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p := common.NewVector(xx, yy)
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xx = (xx + cx) / 150
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yy = (yy + cy) / 150
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p.Multiple(1 + 1.5*noise.Noise2D(xx, yy))
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ctex.LineTo(cx+p.X, cy+p.Y)
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cxx = cx
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}
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hue := int(cxx/4) - cl
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if hue < 0 {
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hue += 255
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}
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h := common.HSV{
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H: hue,
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S: 180,
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V: 120,
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}
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rgba := h.ToRGB(255, 255, 255)
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rgba.A = 255
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ctex.SetColor(rgba)
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ctex.Stroke()
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ctex.ClosePath()
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}
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}
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@ -18,10 +18,10 @@ func Blend(src, dest *image.RGBA, mode BlendMode) *image.RGBA {
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for j := 0; j < src.Bounds().Max.Y; j++ {
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for j := 0; j < src.Bounds().Max.Y; j++ {
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switch mode {
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switch mode {
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case Add:
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case Add:
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if compareColor(src.At(i, j), Black) {
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if compareColor(src.RGBAAt(i, j), Black) {
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img.Set(i, j, dest.At(i, j))
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img.Set(i, j, dest.RGBAAt(i, j))
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} else {
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} else {
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img.SetRGBA(i, j, add(src.At(i, j), dest.At(i, j)))
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img.SetRGBA(i, j, add(src.RGBAAt(i, j), dest.RGBAAt(i, j)))
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}
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}
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}
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}
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}
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}
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@ -29,9 +29,9 @@ func Blend(src, dest *image.RGBA, mode BlendMode) *image.RGBA {
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return img
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return img
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}
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}
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func compareColor(src, dst color.Color) bool {
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func compareColor(src, dst color.RGBA) bool {
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sr, sg, sb ,sa := src.RGBA()
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sr, sg, sb, sa := src.R, src.G, src.B, src.A
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dr, dg, db, da := dst.RGBA()
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dr, dg, db, da := dst.R, dst.G, dst.B, dst.A
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if sr == dr && sg == dg && sb == db && sa == da {
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if sr == dr && sg == dg && sb == db && sa == da {
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return true
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return true
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@ -39,24 +39,18 @@ func compareColor(src, dst color.Color) bool {
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return false
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return false
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}
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}
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func add(srcC, dstC color.Color) color.RGBA {
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func add(srcC, dstC color.RGBA) color.RGBA {
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c := color.RGBA{}
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c := color.RGBA{}
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sr, sg, sb ,sa := srcC.RGBA()
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sr, sg, sb, sa := srcC.R, srcC.G, srcC.B, srcC.A
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dr, dg, db, da := dstC.RGBA()
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dr, dg, db, da := dstC.R, dstC.G, dstC.B, dstC.A
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//aSrc := float64(sa)/255.0
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aSrc := float64(sa) / 255.0
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//aDst := 1.0 - aSrc
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aDst := 1.0 - aSrc
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//c.R = uint8(float64(sr) * aSrc + float64(dr)*aDst)
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c.R = uint8(ConstrainInt(int(float64(sr)*aSrc+float64(dr)*aDst), 0, 255))
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//c.G = uint8(float64(sg) * aSrc + float64(dg)*aDst)
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c.G = uint8(ConstrainInt(int(float64(sg)*aSrc+float64(dg)*aDst), 0, 255))
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//c.B = uint8(float64(sb) * aSrc + float64(db)*aDst)
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c.B = uint8(ConstrainInt(int(float64(sb)*aSrc+float64(db)*aDst), 0, 255))
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//c.A = uint8(float64(sa) * aSrc + float64(da)*aDst)
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c.A = uint8(ConstrainInt(int(float64(sa)*aSrc+float64(da)*aDst), 0, 255))
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c.R = uint8(ConstrainInt(int(uint32(float64(sr)*0.05)+dr), 0, 255))
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c.G = uint8(ConstrainInt(int(uint32(float64(sg)*0.05)+dg), 0, 255))
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c.B = uint8(ConstrainInt(int(uint32(float64(sb)*0.05)+db), 0, 255))
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c.A = uint8(ConstrainInt(int(uint32(float64(sa)*0.9)+da), 0, 255))
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//c.A = uint8(float64(sa) * aSrc + float64(da)*aDst)
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return c
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return c
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}
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}
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17
common/vector.go
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17
common/vector.go
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@ -0,0 +1,17 @@
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package common
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type Vector struct {
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X, Y float64
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}
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func NewVector(x, y float64) *Vector {
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return &Vector{
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X: x,
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Y: y,
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}
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}
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func (v *Vector) Multiple(z float64) {
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v.X = v.X * z
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v.Y = v.Y * z
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}
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13
docs/doc.md
13
docs/doc.md
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@ -163,3 +163,16 @@ d := generativeart.NewDotsWave(300)
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```
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```
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![](../images/dotswave.png)
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![](../images/dotswave.png)
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## Circle Move
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### parameters
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- circleNum: The number of the circle in the image.
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```go
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cm := generativeart.NewCircleMove(1000)
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```
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![](../images/circlemove.png)
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17
example/example_circlemove.go
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17
example/example_circlemove.go
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package main
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import (
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"github.com/jdxyw/generativeart"
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"github.com/jdxyw/generativeart/common"
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"math/rand"
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"time"
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)
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func main() {
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rand.Seed(time.Now().Unix())
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c := generativeart.NewCanva(1200, 500)
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c.SetBackground(common.White)
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c.FillBackground()
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c.Draw(generativeart.NewCircleMove(1000))
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c.ToPNG("circlemove.png")
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}
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@ -31,11 +31,11 @@ type Options struct {
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}
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}
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// NewCanva returns a canva.
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// NewCanva returns a canva.
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func NewCanva(h, w int) *canva {
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func NewCanva(w, h int) *canva {
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return &canva{
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return &canva{
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height: h,
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height: h,
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width: w,
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width: w,
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img: image.NewRGBA(image.Rect(0, 0, h, w)),
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img: image.NewRGBA(image.Rect(0, 0, w, h)),
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// Set some defaults value
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// Set some defaults value
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opts: Options{
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opts: Options{
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background: common.Azure,
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background: common.Azure,
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BIN
images/circlemove.png
Normal file
BIN
images/circlemove.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 315 KiB |
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@ -16,7 +16,6 @@ func NewSolarFlare() *solarFlare {
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return &solarFlare{}
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return &solarFlare{}
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}
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}
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// Generative draws a solar flare images.
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// Generative draws a solar flare images.
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func (o *solarFlare) Generative(c *canva) {
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func (o *solarFlare) Generative(c *canva) {
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var xOffset, yOffset float64
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var xOffset, yOffset float64
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@ -26,14 +25,13 @@ func (o *solarFlare) Generative(c *canva) {
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var m = 1.005
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var m = 1.005
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noise := common.NewPerlinNoise()
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noise := common.NewPerlinNoise()
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for r < 200 {
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for r < 200 {
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for i := 0; i < 10; i++ {
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for i := 0; i < 10; i++ {
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nPoints := int(2 * math.Pi * r)
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nPoints := int(2 * math.Pi * r)
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nPoints = common.MinInt(nPoints, 500)
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nPoints = common.MinInt(nPoints, 500)
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img := image.NewRGBA(image.Rect(0, 0, c.width, c.height))
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img := image.NewRGBA(image.Rect(0, 0, c.width, c.height))
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draw.Draw(img, img.Bounds(), &image.Uniform{color.RGBA{0,0,0,255}}, image.ZP, draw.Src)
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draw.Draw(img, img.Bounds(), &image.Uniform{color.Black}, image.ZP, draw.Src)
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ctex := gg.NewContextForRGBA(img)
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ctex := gg.NewContextForRGBA(img)
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ctex.Push()
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ctex.Push()
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@ -54,9 +52,6 @@ func (o *solarFlare) Generative(c *canva) {
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ctex.Pop()
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ctex.Pop()
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c.img = common.Blend(img, c.img, common.Add)
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c.img = common.Blend(img, c.img, common.Add)
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//cc := NewCanva(0,0)
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//cc.img = c.img
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//cc.ToPNG(fmt.Sprintf("xxxx%v.png", r))
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xOffset += offsetInc
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xOffset += offsetInc
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yOffset += offsetInc
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yOffset += offsetInc
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r *= m
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r *= m
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