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Parametric Equation for Rectangle

  1. // from http://math.stackexchange.com/questions/69099/equation-of-a-rectangle
  2. const rect = (px, py, rx, ry, t) => ({
  3.   x: px + rx + rx * (Math.abs(Math.cos(t)) * Math.cos(t) + Math.abs(Math.sin(t)) * Math.sin(t)),
  4.   y: py + ry + ry * (Math.abs(Math.cos(t)) * Math.cos(t) - Math.abs(Math.sin(t)) * Math.sin(t))
  5. })
  6.  
  7. const SIZE = 200
  8.  
  9. const c = document.body.appendChild(
  10.   Object.assign(document.createElement`canvas`,
  11.     { width: SIZE, height: SIZE }
  12.   )).getContext`2d`
  13.  
  14. c.fillStyle = 'black'
  15. c.fillRect(0, 0, SIZE, SIZE)
  16.  
  17. let t = 0
  18. setInterval(() => {
  19.   const { x, y } = rect(20, 20, 60, 70, t)
  20.   c.fillStyle = 'rgba(255, 0, 0, .1)'
  21.   c.fillRect(x, y, 10, 10)
  22.   t += .05
  23. }, 16)

Wanted to know how to do this for something back in 2015. Great math stackexchange answer here: http://math.stackexchange.com/questions/69099/equation-of-a-rectangle

Could be optimized but leaving as is to match:

x = p(|cos t|cos t + |sin t| sin t)
y = p(|cos t|cos t - |sin t| sin t)

One small change here is to add the width and height to the offset so that it draws from the upper left hand corner instead of the center…

Divide Rectangle Into Smaller Rectangles

  1. const rand = num => ~~(Math.random() * num)
  2.  
  3. let rectNum = 2 + rand(10)
  4. let rectCount = 0
  5.  
  6. document.body.appendChild(document.createElement('div')).innerText =
  7.   'click anywhere to regenerate'
  8.  
  9. function reset() {
  10.   ;[...document.querySelectorAll('.rect')].forEach(rect => rect.remove())
  11.   rectNum = 2 + rand(10)
  12.   rectCount = 0
  13.   newRect(300, 300, 50, 50)
  14. }
  15. reset()
  16. onpointerup = reset
  17.  
  18. function newRect(w, h, xp, yp) {
  19.   const rect = document.body.appendChild(document.createElement('div'))
  20.  
  21.   rect.classList.add('rect')
  22.   rectCount++
  23.  
  24.   Object.assign(rect.style, {
  25.     position: 'absolute',
  26.     left: `${xp}px`,
  27.     top: `${yp}px`,
  28.     width: `${w}px`,
  29.     height: `${h}px`,
  30.     outline: `1px solid black`,
  31.   })
  32.  
  33.   const props = {
  34.     x: xp,
  35.     y: yp,
  36.     height: h,
  37.     width: w,
  38.     seed: rand(3),
  39.     divide() {
  40.       const div = 2 + rand(5 * Math.random() * Math.random())
  41.       if (rand(2) == rand(2)) {
  42.         const newHeight = this.height / div
  43.  
  44.         newRect(this.width, this.height - newHeight, this.x, this.y)
  45.         newRect(this.width, newHeight, this.x, this.y + this.height - newHeight)
  46.       } else {
  47.         const newWidth = w / div
  48.         newRect(this.width - newWidth, this.height, this.x, this.y)
  49.         newRect(newWidth, this.height, this.x + this.width - newWidth, this.y)
  50.       }
  51.       rect.remove()
  52.     },
  53.   }
  54.   window.requestAnimationFrame(() => {
  55.     if (rectCount < rectNum) {
  56.       props.divide()
  57.     } else {
  58.       console.log('DONE!')
  59.     }
  60.   })
  61. }

This snippet comes to mind from time to time – one easy way to divide a rectangle into smaller rectangles- I actually went back and looked it up as it was an answer to a student question from 2006. The original one was written in ActionScript 2. Have a look:

  1. var wormNum:Number = 123;
  2. var wormCount:Number = 0;
  3. newWorm(400, 400, 0, 0);
  4. this.onEnterFrame = function() {
  5. 	if (wormCount < wormNum) {
  6. 		for (var props:String in this) {
  7. 			if (this[props]._x != undefined) {
  8. 				this[props].divide();
  9. 			}
  10. 		}
  11. 	}
  12. };
  13. function newWorm(w, h, xp, yp) {
  14. 	var currWorm:MovieClip = this.createEmptyMovieClip("box"+wormCount, this.getNextHighestDepth());
  15. 	wormCount++;
  16. 	box(w, h, currWorm, random(0xFFFFFF));
  17. 	currWorm._x = xp;
  18. 	currWorm._y = yp;
  19. 	currWorm.seed = random(3);
  20. 	currWorm.divide = function() {
  21. 		var div = random(4)+(1+Math.random()*1);
  22. 		if (random(2) == random(2)) {
  23. 			// divide vertically
  24. 			var nh:Number = this._height/div;
  25. 			newWorm(this._width, this._height-nh, this._x, this._y);
  26. 			newWorm(this._width, nh, this._x, this._y+this._height-nh);
  27. 		} else {
  28. 			// divide horizonatlly
  29. 			var nw:Number = this._width/div;
  30. 			newWorm(this._width-nw, this._height, this._x, this._y);
  31. 			newWorm(nw, this._height, this._x+this._width-nw, this._y);
  32. 		}
  33. 		this.removeMovieClip();
  34. 	};
  35. }
  36. function box(w:Number, h:Number, mc:MovieClip, col:Number):Void {
  37. 	with (mc) {
  38. 		lineStyle(0, 0, 20);
  39. 		beginFill(col, 10);
  40. 		moveTo(0, 0);
  41. 		lineTo(w, 0);
  42. 		lineTo(w, h);
  43. 		lineTo(0, h);
  44. 		endFill();
  45. 	}
  46. }

Don’t remember why I called them worms instead of rectangles, some AS2 types floating around…

Remove a DOM HTML Element

  1. const button = document.createElement('button');
  2. button.innerText = 'Hello There';
  3. document.body.appendChild(button);
  4.  
  5. // click anywhere
  6. document.body.addEventListener('click', () => {
  7.   if (button.parentNode != null) {
  8.     button.parentNode.removeChild(button);
  9.   }
  10. });

In vanilla js you’ll find yourself checking if an HTML DOM element can be removed, by seeing if it has a parent (as seen above). Forgetting to do so is the source of many errors.

With the death of IE11 you can use remove()

  1. const button = document.createElement('button');
  2. button.innerText = 'Hello There 2';
  3. document.body.appendChild(button);
  4.  
  5. // click anywhere
  6. document.body.addEventListener('click', () => {
  7.    button.remove();
  8. });

No error occurs when calling remove() on something that is already removed… just like the old jQuery days 😉

// dom // javascript // ui

Inverse of a Function

  1. const expoIn = t => 
  2.   (t==0) ? 0 : Math.pow(2, 10 * (t - 1))
  3.  
  4. const expoInInverse= t => 
  5.   (t==0) ? 0 : ((Math.log(t) + 10 * Math.log(2)) / Math.log(2)) / 10
  6.  
  7.  
  8. console.log(expoIn(.35) + ' ' +  expoInInverse(expoIn(.35)))

Very nice inverse function calculator by user fawad over at Wolfram Alpha. Was attempting to invert a standard “exponential in” easing function – after some futzing I resorted to the calculator 😀

Normalize Value Between 0 and 1

  1. const d = document.body.appendChild(
  2.   document.createElement`div`)
  3. d.innerHTML = `
  4. <input 
  5.   id="input"
  6.   type="range" 
  7.   min="-2" max="5" 
  8.   value="0">
  9. `
  10.  
  11. let val = 0;
  12.  
  13. console.log('drag slider...')
  14.  
  15. const range = (input.max - input.min);
  16.  
  17. input.oninput = () => {
  18.   val = (input.value - input.min) / range
  19.   console.log(input.value + ' - normalized = ' + val)
  20. }
// html // javascript // math // ui
snippet.zone ~ 2021-24 /// {s/z}