Monatsarchiv für March 2012

 
 

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>

Animate a Property of an Object with jQuery

After some messing around with jQuery.animate() I figured out how to animate properties of an Object:

      $({x:0}).animate({x:100},{
        duration : 1000, 
        step:function(){
          console.log(this.x);
        }
      });

This might look a little chunky, but it’s actually not bad when put to real use.

Click anywhere on the below canvas:

Here is the code:

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<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <title></title>
    <script src="http://code.jquery.com/jquery-1.7.1.min.js"></script>
    <script src="easing.js"></script>
    <script>
      $(function(){
 
        var win = $(window);
        var canvas = $("<canvas>").appendTo("body")[0];
        canvas.width = win.width();
        canvas.height = win.height();
        var c = canvas.getContext("2d");
        c.fillStyle = "black";
        c.fillRect(0,0,canvas.width,canvas.height);
 
        function Triangle(x,y,color){
          var t = this;
          t.x = x;
          t.y = y;
          t.color = color;
        }
        Triangle.prototype = {
          rotation : 0, scaleX : 1, scaleY : 1,
          render : function(){
            var t = this;
            c.save();
            c.translate(t.x,t.y);
            c.rotate(t.rotation);
            c.scale(t.scaleX,t.scaleY);
            c.fillStyle = t.color;
            c.beginPath();
            c.moveTo(0,-30);
            c.lineTo(30,30);
            c.lineTo(-30,30);
            c.closePath();
            c.fill();
            c.restore();
          }
        };
 
        $.fx.interval = 30;
 
        var triA = new Triangle(100,100,"red");
        var $triA = $(triA);
 
        var triB = new Triangle(200,100,"blue");
        var $triB = $(triB);
 
        $(document).click(function(){
          $triA.stop().animate({
            x : Math.random() * canvas.width,
            y : Math.random() * canvas.height,
            rotation : Math.random() * 2 * Math.PI,
            scaleX : 0.5 + Math.random(),
            scaleY : 0.5 + Math.random()
          }, 500, "easeOutBack");
 
          $triB.stop().animate({
            x : Math.random() * canvas.width,
            y : Math.random() * canvas.height,
            rotation : Math.random() * 2 * Math.PI,
            scaleX : 0.5 + Math.random(),
            scaleY : 0.5 + Math.random()
          }, 2000, "easeOutElastic");
        });
 
        setInterval(function(){
          c.fillStyle = "rgba(0,0,0,0.2)";
          c.fillRect(0,0,canvas.width,canvas.height);
 
          triA.render();
          triB.render();
 
        },$.fx.interval);
 
      });
    </script>
    <style>
      body,html{
        overflow : hidden;
        margin:0px;
        padding:0px; 
      }
    </style>
  </head>
  <body>
 
  </body>
</html>

Raphael Pie Chart Part 1

So awhile back I created a pie chart in raphael without the use of the SVG arc command. So, my old pie chart works, but it has lots of vector points – it’s all done with moveTo and lineTo. Rather than use the pie chart example from Raphael, I wanted to see if I could create my own from scratch. I got 80% there but then had to peak at how this (http://raphaeljs.com/growing-pie.html) example works. Here are a few arcs put together:

And here is the source code:

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<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <title></title>
    <script src="http://code.jquery.com/jquery-1.7.1.min.js"></script>
    <script src="raphael-min.js"></script>
    <script>
      $(function(){
 
        var p = new Raphael(0,0,"100%","100%");
 
        p.path(arc(200,200,150,0,2) +
               arc(200,200,150,2,3) + 
               arc(200,200,150,3,4.5) + 
               arc(200,200,150,4.5,5) + 
               arc(200,200,150,5,Math.PI*2)).attr("stroke", "white");
 
        function arc(x, y, radius, start, end){
          var f = ((end - start) > Math.PI) ? 1 : 0;
 
          var sx = radius * Math.cos(start);
          var sy = radius * Math.sin(start);
          var ex = x + radius * Math.cos(end);
          var ey = y + radius * Math.sin(end);
 
          var path = "M " + x + " " + y + " l " 
              + sx + " " + sy + " A " + radius 
              + " " + radius + " 0 " + f + " 1 " 
              + ex + " " + ey + " z";
          return path;
        }
 
      });
    </script>
    <style>
      body,html{
        background-color : #333;
      }
    </style>
  </head>
  <body>
 
  </body>
</html>

SVG arc commands are pretty confusing. I had a few problems making this. The first was that I used “L” instead of “l”. Turns out “l” is relative positioning. Another problem was the large-arc-flag and the sweep-flag. I’m still not sure I fully grasp these.

Unlike the one in the example from raphaeljs.com I wanted my arc function to use radians. Over the years I’ve just gotten used to working in radians instead of degrees. I also prefer building a large string rather than using a series of arrays to define a path. Here is what the arc segment function looks like from raphaeljs.com:

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r.customAttributes.segment = function(x, y, r, a1, a2) {
  var flag = (a2 - a1) > 180,
      clr = (a2 - a1) / 360;
  a1 = (a1 % 360) * Math.PI / 180;
  a2 = (a2 % 360) * Math.PI / 180;
  return {
    path: [
      ["M", x, y],
      ["l", r * Math.cos(a1), r * Math.sin(a1)],
      ["A", r, r, 0, +flag, 1, x + r * Math.cos(a2), y + r * Math.sin(a2)],
      ["z"]
    ],
    fill: "hsb(" + clr + ", .75, .8)"
  };
};

I formatted this a bit for readability.