How many ways can I make a point?

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// how many ways can I make a point?
 
// 1)
function Point(x, y, z) {
  this.x = x;
  this.y = y;
  this.z = z;
}
Point.prototype.offset = function(tx, ty, tz) {
  this.x += tx;
  this.y += ty;
  this.z += tz;
};
Point.prototype.add = function(point) {
  this.offset(point.x, point.y, point.z);
};
Point.prototype.subtract = function(point) {
  this.x -= point.x;
  this.y -= point.y;
  this.z -= point.z;
};
Point.prototype.clone = function() {
  return new Point(this.x, this.y, this.z);
};
 
var one = new Point(10, 10, 10);
 
// 2)
function Point(x, y, z) {
  this.x = x;
  this.y = y;
  this.z = z;
}
Point.prototype = {
  constructor: Point,
  offset: function(tx, ty, tz) {
    this.x += tx;
    this.y += ty;
    this.z += tz;
  },
  add: function(point) {
    this.offset(point.x, point.y, point.z);
  },
  subtract: function(point) {
    this.x -= point.x;
    this.y -= point.y;
    this.z -= point.z;
  },
  clone: function() {
    return new Point(this.x, this.y, this.z);
  }
};
 
var two = new Point(10, 10, 10);
 
// 3)
function Point(x, y, z) {
  this.x = x;
  this.y = y;
  this.z = z;
  this.offset = function(tx, ty, tz) {
    this.x += tx;
    this.y += ty;
    this.z += tz;
  };
  this.add = function(point) {
    this.offset(point.x, point.y, point.z);
  };
  this.subtract = function(point) {
    this.x -= point.x;
    this.y -= point.y;
    this.z -= point.z;
  };
  this.clone = function() {
    return new Point(this.x, this.y, this.z);
  };
}
 
var three = new Point(10, 10, 10);
 
// 4)
function Point(x, y, z) {
  var self = {
    x: x,
    y: y,
    z: z,
    offset: function(tx, ty, tz) {
      self.x += tx;
      self.y += ty;
      self.z += tz;
    },
    add: function(point) {
      self.offset(point.x, point.y, point.z);
    },
    subtract: function(point) {
      self.x -= point.x;
      self.y -= point.y;
      self.z -= point.z;
    },
    clone: function() {
      return Point(self.x, self.y, self.z);
    }
  };
  return self;
};
 
var four = Point(10, 10, 10); // note no new keyword
 
// 5) this is one way to use Object.create() (lots of other ways)
var Point = {
  x: 0,
  y: 0,
  z: 0,
  init: function(x, y, z) {
    this.x = x;
    this.y = y;
    this.z = z;
    return this;
  },
  offset: function(tx, ty, tz) {
    this.x += tx;
    this.y += ty;
    this.z += tz;
  },
  add: function(point) {
    this.offset(point.x, point.y, point.z);
  },
  subtract: function(point) {
    this.x -= point.x;
    this.y -= point.y;
    this.z -= point.z;
  },
  clone: function() {
    return Object.create(Point).init(this.x, this.y, this.z);
  }
};
 
var five = Object.create(Point).init(10, 10, 10);
 
// There are a bunch more ways, especially when you introduce javascript libraries.

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New Projects

I have a few new personal projects up and running on github. Have a look:

https://github.com/ZevanRosser

Zapp
Simplified object creation, custom events and deep linking/routing

jquery.select-all
a different kind of javascript templating

OnionSkin
Canvas based animation tool inspired by Flash’s onion skinning

I may create a short video soon that walks through each of these projects.

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Canvas Perlin Noise

I recently decided to get some Perlin noise up and running in javascript. I set out looking for something to port, I found a few interesting articles and a few Perlin noise implementations already in javascript. But in the end I went with porting “improved noise” from Ken Perlin’s website : http://mrl.nyu.edu/~perlin/noise/.

Here is a demo:

Here is the noise function:

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// IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN.
(function(){
   var p = [];
   var permutation = [ 151,160,137,91,90,15,
   131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
   190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
   88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
   77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
   102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
   135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
   5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
   223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
   129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
   251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
   49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
   138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
 
   for (var i=0; i < 256 ; i++) 
     p[256+i] = p[i] = permutation[i]; 
 
   function noise(x, y, z) {
      var X = Math.floor(x) & 255,                  
          Y = Math.floor(y) & 255,                  
          Z = Math.floor(z) & 255;
      x -= Math.floor(x);                                
      y -= Math.floor(y);                               
      z -= Math.floor(z);
 
      var u = fade(x),                               
          v = fade(y),                                
          w = fade(z);
      var A = p[X  ]+Y, AA = p[A]+Z, AB = p[A+1]+Z,      
          B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z;      
 
      return lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  
                                     grad(p[BA  ], x-1, y  , z   )), 
                             lerp(u, grad(p[AB  ], x  , y-1, z   ),   
                                     grad(p[BB  ], x-1, y-1, z   ))), 
                     lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),   
                                     grad(p[BA+1], x-1, y  , z-1 )),  
                             lerp(u, grad(p[AB+1], x  , y-1, z-1 ),
                                     grad(p[BB+1], x-1, y-1, z-1 ))));
   }
   function fade(t) { 
     return t * t * t * (t * (t * 6 - 15) + 10); 
   }
   function lerp(t, a, b) { 
     return a + t * (b - a); 
   }
   function grad(hash, x, y, z) {
      var h = hash & 15;                      
      var u = h<8 ? x : y,                 
          v = h<4 ? y : h==12||h==14 ? x : z;
      return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
   }
 
   window.noise = noise;
})();

and here is the code for the demo:

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<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <title></title>
    <script src="http://code.jquery.com/jquery-latest.min.js"></script>
    <script src="perlin_noise.js"></script>
    <script>
      $(function(){
 
        var canvas = $("<canvas>").appendTo("body")[0];
        canvas.width = canvas.height = 200;
        var c = canvas.getContext("2d");
 
        c.fillStyle = "black";
        c.fillRect(0,0,canvas.width,canvas.height);
 
        var pix = c.createImageData(canvas.width, canvas.height);
 
        var inc = 0;
        var freq = 1/20;
        var  z = 0;
        setInterval(function(){
          z += 0.02;
          inc = 0;
          for (var y = 0; y < canvas.height; y++) {
            for (var x = 0; x < canvas.width; x++) {
              var col = parseInt(Math.abs(noise(x * freq,y * freq, z)) * 500);
              pix.data[inc++] = col;
              pix.data[inc++] = col;
              pix.data[inc++] = col;
              pix.data[inc++] = 255;
            }
          }
 
          c.putImageData(pix, 0, 0);
        }, 30);
 
      });
    </script>
    <style>
      body,html{
        margin : 0px;
        padding : 0px; 
      }
    </style>
  </head>
  <body></body>
</html>

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