I've been working on a Typescript/Angular 4/class-based adaptation of this and have a very brittle, very hacky version working (that doesn't feature much Typescript at the moment). I thought I would post it here in case anyone had thoughts on making this an actual properly realized thing. So far I've really just tested it on small (< 6 word) lists. Ultimately, I'd like to publish this as an Angular component but I don't think we need to think about that too much here.
One problem I have now is that when I randomize start positions I get words all over the place rather than properly clustered. I haven't figured out why.
Here goes:
`import { Injectable, ElementRef } from '@angular/core';
import { Word, WordFreq, CloudConfig } from './cloud.config';
@Injectable()
export class CloudService {
cloudRadians = Math.PI / 180;
cw = 1 << 11 >> 5;
ch = 1 << 11;
size = [1239, 909.25];
contextAndRatio = this.getContext();
board = this.zeroArray((this.size[0] >> 5) * this.size[1]);
tags = [];
words: any;
n: number;
i: number;
data: any;
timer: any;
timeInterval = Infinity;
bounds = null;
start(words, config) {
this.words = words;
let c = this.contextAndRatio.context;
let ratio = this.contextAndRatio.ratio;
c.clearRect(0, 0, (this.cw << 5) / ratio, this.ch / ratio);
this.i = -1;
this.n = this.words.length;
this.timer = null;
this.data = this.words.map(function(d, i) {
d.text = d.text;
d.font = "Impact";
d.style = "normal";
d.weight = "normal";
d.rotate = (~~(Math.random() * 6) - 3) * 30;
d.size = d.size;
d.padding = 1;
return d;
}).sort(function(a, b) {
return b.size - a.size;
});
if (this.timer)
clearInterval(this.timer);
this.timer = setInterval(this.step, 2);
this.step();
}
step() {
this.i = -1;
this.n = this.words.length;
var start = Date.now();
while (Date.now() - start < this.timeInterval && ++this.i < this.n && this.timer) {
var d = this.words[this.i];
d.x = (this.size[0] * (Math.random() + .5)) >> 1;
d.y = (this.size[1] * (Math.random() + .5)) >> 1;
// d.x = 350;
// d.y = 350;
this.cloudSprite(this.contextAndRatio, d, this.words, this.i);
if (d.hasText && this.place(this.board, d, this.bounds)) {
this.tags.push(d);
if (this.bounds) {
this.cloudBounds(this.bounds, d);
}
else this.bounds = [{ x: d.x + d.x0, y: d.y + d.y0 }, { x: d.x + d.x1, y: d.y + d.y1 }];
// Temporary hack
d.x -= this.size[0] >> 1;
d.y -= this.size[1] >> 1;
}
}
console.log(this.tags);
if (this.i >= this.n) {
this.stop();
}
}
stop() {
if (this.timer) {
clearInterval(this.timer);
this.timer = null;
}
};
cloudSprite(contextAndRatio, d, data, di) {
if (d.sprite) return;
let c = contextAndRatio.context,
ratio = contextAndRatio.ratio;
c.clearRect(0, 0, (this.cw << 5) / ratio, this.ch / ratio);
let x = 0,
y = 0,
maxh = 0,
n = data.length;
--di;
while (++di < n) {
d = data[di];
c.save();
c.font = d.style + " " + d.weight + " " + ~~((d.size + 1) / ratio) + "px " + d.font;
var w = c.measureText(d.text + "m").width * ratio,
h = d.size << 1;
if (d.rotate) {
let sr = Math.sin(d.rotate * this.cloudRadians),
cr = Math.cos(d.rotate * this.cloudRadians),
wcr = w * cr,
wsr = w * sr,
hcr = h * cr,
hsr = h * sr;
w = (Math.max(Math.abs(wcr + hsr), Math.abs(wcr - hsr)) + 0x1f) >> 5 << 5;
h = ~~Math.max(Math.abs(wsr + hcr), Math.abs(wsr - hcr));
} else {
w = (w + 0x1f) >> 5 << 5;
}
if (h > maxh) maxh = h;
if (x + w >= (this.cw << 5)) {
x = 0;
y += maxh;
maxh = 0;
}
if (y + h >= this.ch) break;
c.translate((x + (w >> 1)) / ratio, (y + (h >> 1)) / ratio);
if (d.rotate)
c.rotate(d.rotate * this.cloudRadians);
c.fillText(d.text, 0, 0);
c.restore();
d.width = w;
d.height = h;
d.xoff = x;
d.yoff = y;
d.x1 = w >> 1;
d.y1 = h >> 1;
d.x0 = -d.x1;
d.y0 = -d.y1;
d.hasText = true;
x += w;
}
var pixels = c.getImageData(0, 0, (this.cw << 5) / ratio, this.ch / ratio).data,
sprite = [];
while (--di >= 0) {
d = data[di];
if (!d.hasText) continue;
let w = d.width;
let w32 = w >> 5;
let h = d.y1 - d.y0;
// Zero the buffer
for (var i = 0; i < h * w32; i++) sprite[i] = 0;
x = d.xoff;
if (x == null) return;
y = d.yoff;
var seen = 0,
seenRow = -1;
for (var j = 0; j < h; j++) {
for (var i = 0; i < w; i++) {
var k = w32 * j + (i >> 5),
m = pixels[((y + j) * (this.cw << 5) + (x + i)) << 2] ? 1 << (31 - (i % 32)) : 0;
sprite[k] |= m;
seen |= m;
}
if (seen) seenRow = j;
else {
d.y0++;
h--;
j--;
y++;
}
}
d.y1 = d.y0 + seenRow;
d.sprite = sprite.slice(0, (d.y1 - d.y0) * w32);
}
}
getContext() {
let canvas = document.createElement('canvas');
canvas.width = canvas.height = 1;
let ratio = Math.sqrt(canvas.getContext("2d").getImageData(0, 0, 1, 1).data.length >> 2);
canvas.width = (this.cw << 5) / ratio;
canvas.height = this.ch / ratio;
let ctx = canvas.getContext('2d');
ctx.fillStyle = ctx.strokeStyle = "red";
ctx.textAlign = "center";
return { context: ctx, ratio: ratio };
}
archimedeanSpiral(size) {
var e = size[0] / size[1];
return function(t) {
return [
e * (t *= .1) * Math.cos(t),
t * Math.sin(t)
];
};
}
rectangularSpiral(size) {
var dy = 4,
dx = dy * size[0] / size[1],
x = 0,
y = 0;
return function(t) {
var sign = t < 0 ? -1 : 1;
// See triangular numbers: T_n = n * (n + 1) / 2.
switch ((Math.sqrt(1 + 4 * sign * t) - sign) & 3) {
case 0: x += dx; break;
case 1: y += dy; break;
case 2: x -= dx; break;
default: y -= dy; break;
}
return [x, y];
};
}
cloudCollide(tag, board, sw) {
sw >>= 5;
var sprite = tag.sprite,
w = tag.width >> 5,
lx = tag.x - (w << 4),
sx = lx & 0x7f,
msx = 32 - sx,
h = tag.y1 - tag.y0,
x = (tag.y + tag.y0) * sw + (lx >> 5),
last;
for (var j = 0; j < h; j++) {
last = 0;
for (var i = 0; i <= w; i++) {
if (((last << msx) | (i < w ? (last = sprite[j * w + i]) >>> sx : 0))
& board[x + i]) {
return true;
}
}
x += sw;
}
return false;
}
collideRects(a, b) {
var coll = a.x + a.x1 > b[0].x && a.x + a.x0 < b[1].x && a.y + a.y1 > b[0].y && a.y + a.y0 < b[1].y;
return coll;
}
place(board, tag, bounds): boolean {
var perimeter = [{ x: 0, y: 0 }, { x: this.size[0], y: this.size[1] }],
startX = tag.x,
startY = tag.y,
maxDelta = Math.sqrt(this.size[0] * this.size[0] + this.size[1] * this.size[1]),
s = this.archimedeanSpiral(this.size),
// dt = Math.random() < .5 ? 1 : -1,
dt = 1,
t = -dt,
dxdy,
dx,
dy;
while (dxdy = s(t += dt)) {
dx = ~~dxdy[0];
dy = ~~dxdy[1];
if (Math.min(Math.abs(dx), Math.abs(dy)) >= maxDelta) break;
tag.x = startX + dx;
tag.y = startY + dy;
if (tag.x + tag.x0 < 0 || tag.y + tag.y0 < 0 ||
tag.x + tag.x1 > this.size[0] || tag.y + tag.y1 > this.size[1]) continue;
// TODO only check for collisions within current bounds.
if (!bounds || !this.cloudCollide(tag, board, this.size[0])) {
if (!bounds || this.collideRects(tag, bounds)) {
var sprite = tag.sprite,
w = tag.width >> 5,
sw = this.size[0] >> 5,
lx = tag.x - (w << 4),
sx = lx & 0x7f,
msx = 32 - sx,
h = tag.y1 - tag.y0,
x = (tag.y + tag.y0) * sw + (lx >> 5),
last;
for (var j = 0; j < h; j++) {
last = 0;
for (var i = 0; i <= w; i++) {
board[x + i] |= (last << msx) | (i < w ? (last = sprite[j * w + i]) >>> sx : 0);
}
x += sw;
}
delete tag.sprite;
return true;
}
}
}
return false;
}
cloudBounds(bounds, d) {
var b0 = bounds[0],
b1 = bounds[1];
if (d.x + d.x0 < b0.x) b0.x = d.x + d.x0;
if (d.y + d.y0 < b0.y) b0.y = d.y + d.y0;
if (d.x + d.x1 > b1.x) b1.x = d.x + d.x1;
if (d.y + d.y1 > b1.y) b1.y = d.y + d.y1;
}
zeroArray(n) {
var a = [],
i = -1;
while (++i < n) a[i] = 0;
return a;
}
Hey there,
I've been working on a Typescript/Angular 4/class-based adaptation of this and have a very brittle, very hacky version working (that doesn't feature much Typescript at the moment). I thought I would post it here in case anyone had thoughts on making this an actual properly realized thing. So far I've really just tested it on small (< 6 word) lists. Ultimately, I'd like to publish this as an Angular component but I don't think we need to think about that too much here.
One problem I have now is that when I randomize start positions I get words all over the place rather than properly clustered. I haven't figured out why.
Here goes:
`import { Injectable, ElementRef } from '@angular/core';
import { Word, WordFreq, CloudConfig } from './cloud.config';
@Injectable() export class CloudService {
} `