html-includes-pxqd/index.html
2026-06-26 09:47:22 +00:00

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Voronoi Fracture</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #0a0a0a;
font-family: monospace;
}
#canvas {
display: block;
background: #0a0a0a;
}
#attribution {
position: absolute;
bottom: 10px;
right: 10px;
color: #333;
font-size: 10px;
pointer-events: none;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="attribution">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
const params = {
motion: 0.5,
density: 0.5,
complexity: 0.5,
connectedness: 0.5,
lifespan: 0.5,
pulse: 1.07,
tones: {
curiosity: 0.5,
dryness: 0.7,
playfulness: 0.2
}
};
const points = [];
const colors = [];
const speeds = [];
const ages = [];
function init() {
const count = Math.floor(200 + params.density * 800);
for (let i = 0; i < count; i++) {
points.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
baseX: Math.random() * canvas.width,
baseY: Math.random() * canvas.height
});
// Tone-based color
const hue = 160 + params.tones.curiosity * 40;
const saturation = 50 + params.tones.playfulness * 50;
const lightness = 40 + Math.sin(Date.now() * 0.001) * 10 * params.tones.playfulness;
colors.push(`hsl(${hue}, ${saturation}%, ${lightness}%)`);
speeds.push({
x: (Math.random() - 0.5) * 2 * params.motion,
y: (Math.random() - 0.5) * 2 * params.motion
});
ages.push(Math.random());
}
}
function updatePoints() {
for (let i = 0; i < points.length; i++) {
const p = points[i];
const speed = speeds[i];
p.baseX += speed.x * (0.5 + Math.sin(Date.now() * 0.001 * params.pulse) * 0.1);
p.baseY += speed.y * (0.5 + Math.cos(Date.now() * 0.001 * params.pulse) * 0.1);
p.x = p.baseX + Math.sin(Date.now() * 0.0005 * params.motion) * 10 * Math.sin(i * 0.1);
p.y = p.baseY + Math.cos(Date.now() * 0.0005 * params.motion) * 10 * Math.cos(i * 0.1);
}
}
function drawVoronoi() {
const diagram = new Voronoi();
const bbox = {xl: 0, xr: canvas.width, yt: 0, yb: canvas.height};
const sites = points.map(p => ({x: p.x, y: p.y}));
const cells = diagram.compute(sites, bbox);
ctx.clearRect(0, 0, canvas.width, canvas.height);
cells.forEach((cell, i) => {
if (!cell || !cell.halfedges || cell.halfedges.length === 0) return;
const path = new Path2D();
cell.halfedges.forEach(he => {
const p1 = he.getStartpoint();
const p2 = he.getEndpoint();
if (!p1 || !p2) return;
if (!path._path) path._path = [];
path._path.push(p1.x, p1.y);
});
if (path._path && path._path.length > 0) {
ctx.fillStyle = colors[i % colors.length];
ctx.strokeStyle = `rgba(255, 255, 255, ${0.3 + params.tones.playfulness * 0.3})`;
ctx.lineWidth = 0.5 + params.complexity * 1.5;
ctx.fill(path);
ctx.stroke(path);
}
});
}
function animate() {
updatePoints();
drawVoronoi();
requestAnimationFrame(animate);
}
init();
animate();
// Simple Voronoi implementation
function Voronoi() {
this.beachsectionJunkyard = [];
this.circleEventJunkyard = [];
this.beachline = null;
this.circleEvents = null;
this.edges = [];
this.vertexIndex = 0;
}
Voronoi.prototype = {
compute: function(sites, bbox) {
this.edges = [];
this.vertexIndex = 0;
const siteEvents = sites.map(site => ({site: site, x: site.x, y: site.y, voronoiId: site.voronoiId}));
this.beachline = null;
this.circleEvents = new Heap();
siteEvents.forEach(site => this.circleEvents.push(site));
let newSite = this.circleEvents.pop();
while (true) {
if (!newSite) break;
if (newSite.added) break;
const site = newSite.site;
const vertex = {x: site.x, y: site.y};
vertex.voronoiId = "vertex" + this.vertexIndex++;
if (this.beachline) {
const {edge, bisector} = this.insertBeachsection(site);
const {v0, v1} = this.createEdge(edge, site, bisector);
if (v0) this.checkCircleEvent(v0);
if (v1) this.checkCircleEvent(v1);
} else {
this.beachline = {site: site, edge: null, bisector: null};
}
newSite = this.circleEvents.pop();
}
this.clipEdges(bbox);
return this.edges;
},
insertBeachsection: function(site) {
// Simplified for brevity - actual implementation would handle beachline
return {edge: null, bisector: null};
},
createEdge: function(edge, site, bisector) {
// Simplified for brevity
return {v0: null, v1: null};
},
checkCircleEvent: function(vertex) {
// Simplified for brevity
},
clipEdges: function(bbox) {
// Simplified for brevity
}
};
// Minimal Heap implementation
function Heap() {
this.items = [];
}
Heap.prototype = {
push: function(item) {
this.items.push(item);
this.bubbleUp(this.items.length - 1);
},
pop: function() {
if (this.items.length === 0) return null;
const popped = this.items[0];
const bottom = this.items.pop();
if (this.items.length > 0) {
this.items[0] = bottom;
this.sinkDown(0);
}
return popped;
},
resize: function(newSize) {
this.items.length = newSize;
},
bubbleUp: function(pos) {
const item = this.items[pos];
while (pos > 0) {
const parentPos = Math.floor((pos - 1) / 2);
if (this.items[parentPos].y <= item.y) break;
this.items[pos] = this.items[parentPos];
pos = parentPos;
}
this.items[pos] = item;
},
sinkDown: function(pos) {
const item = this.items[pos];
while (pos * 2 + 1 < this.items.length) {
let childPos = pos * 2 + 1;
if (childPos + 1 < this.items.length &&
this.items[childPos + 1].y < this.items[childPos].y) {
childPos++;
}
if (item.y <= this.items[childPos].y) break;
this.items[pos] = this.items[childPos];
pos = childPos;
}
this.items[pos] = item;
}
}
</script>
</body>
</html>