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Polar Plots

  1. const Pnt = (x, y, p = { x, y }) => (
  2.   p.add = o => (p.x += o.x, p.y += o.y, p), p
  3. );
  4. Pnt.polar = (rad, t) => Pnt(rad * Math.cos(t), rad * Math.sin(t));
  5.  
  6. const pnts = {};
  7. let index = -1;
  8. const polar = (inc, rad) => {
  9.   index++;
  10.   if (!pnts[index]) pnts[index] = 0;
  11.   return Pnt.polar(rad, (pnts[index] += inc));
  12. };
  13.  
  14. let d = document;
  15. let b = d.body;
  16. with (b.appendChild(
  17.   Object.assign(d.createElement`canvas`, {
  18.     width: 600,
  19.     height: 500,
  20.   })
  21. ).getContext`2d`) {
  22.   canvas.style.transformOrigin = "0 0";
  23.   canvas.style.transform = "scale(.6)";
  24.  
  25.   let p0 = Pnt(80, 100);
  26.   let p1 = Pnt(270, 100);
  27.   let p2 = Pnt(480, 40);
  28.   let p3 = Pnt(170, 180);
  29.   let p4 = Pnt(430, 300);
  30.  
  31.   fillStyle = "black";
  32.  
  33.   function loop() {
  34.     for (let i = 0; i < 20; i++) {
  35.       index = -1;
  36.  
  37.       p0.add(polar(0.2, 4).add(polar(-0.4, 2).add(polar(0.05, 1))));
  38.       fillRect(p0.x, p0.y, 1, 1);
  39.  
  40.       p1.add(
  41.         polar(0.1, 2).add(
  42.           polar(-0.2, 2).add(polar(0.03, 1).add(polar(-0.01, 0.5)))
  43.         )
  44.       );
  45.       fillRect(p1.x, p1.y, 1, 1);
  46.  
  47.       p2.add(polar(0.08, 3).add(polar(-0.2, -12).add(polar(2, 10))));
  48.       fillRect(p2.x, p2.y, 1, 1);
  49.  
  50.       p3.add(polar(0.08, 7).add(polar(-0.2, -12).add(polar(2, 11))));
  51.       fillRect(p3.x, p3.y, 1, 1);
  52.  
  53.       p4 = p4.add(polar(0.025, 2).add(polar(-0.05, 1)));
  54.       fillRect(p4.x, p4.y, 1, 1);
  55.     }
  56.     requestAnimationFrame(loop);
  57.   }
  58.  
  59.   loop();
  60. }

Some polar plots…

Confirm Background Color

  1. const btn = document.body.appendChild(
  2.   document.createElement('button')
  3. )
  4. btn.innerHTML = 'click me'
  5. btn.style.fontSize = '2em'
  6. btn.style.cursor = 'pointer'
  7. btn.addEventListener('click', e => {
  8.   if (confirm('Do you want to change the background color?')) {
  9.     const deg = Math.random() * 360
  10.     document.body.style.backgroundColor = `hsl(${deg}deg, 50%, 50%)`
  11.   }
  12. })

Change background color with a call to confirm

// javascript // ui

Plot Implicit Equation

  1. let canvas = document.body.appendChild(
  2.   Object.assign(document.createElement('canvas'), {
  3.     width: 200,
  4.     height: 200
  5.   })
  6. );
  7.  
  8. let c = canvas.getContext("2d"),
  9.   pixels = c.createImageData(canvas.width, canvas.height),
  10.   size = canvas.width * canvas.height,
  11.   width = canvas.width,
  12.   index = 0,
  13.   x, y,
  14.   a = 1,
  15.   col,
  16.   scale = 0.01;
  17.  
  18. for (var i = 0; i < size; i++) {
  19.   x = i % width;
  20.   y = parseInt(i / width);
  21.   x -= 110;
  22.   y -= 100;
  23.   x *= scale;
  24.   y *= scale;
  25.   // http://www-history.mcs.st-and.ac.uk/Curves/Trifolium.html
  26.   col = (x * x + y * y) * (y * y + x * (x + a));
  27.  
  28.   if (col >= 4 * a * x * y * y) {
  29.     col = 155;
  30.   }
  31.  
  32.   pixels.data[index++] = col;
  33.   pixels.data[index++] = col;
  34.   pixels.data[index++] = col;
  35.   pixels.data[index++] = 255;
  36. }
  37.  
  38. c.putImageData(pixels, 0, 0);

Plot an implicit equation on a canvas.

Shorthand Primitives Golfing

  1. !0 // true
  2.  
  3. !1 // false
  4.  
  5. 1/0 // Infinity
  6.  
  7. 0[0] // undefined (any digit works)

This is from user Isiah Meadows on the codegolf stackexchange…

WebGL Tangled Supershape Points

  1. (() => {
  2.   const TWO_PI = Math.PI * 2;
  3.   const m = new Float32Array([
  4.     0, 0, 0, 0,
  5.     0, 0, 0, 0,
  6.     0, 0, 0, 0,
  7.     0, 0, 0, 0
  8.   ])
  9.  
  10.  
  11.   const vert = `
  12.     attribute vec3 vec;
  13.     uniform mat4 mat;
  14.     void main(void) {
  15.       gl_Position = mat * vec4(vec, 1.0);
  16.       gl_PointSize = 2.0;
  17.     }
  18.   `
  19.  
  20.   const frag = `
  21.     void main(void) {
  22.       gl_FragColor = vec4(1., 1., 1., .25);
  23.     }
  24.   `
  25.  
  26.   document.body.style.background = '#232323'
  27.   const gl = document.body
  28.     .appendChild(document.createElement('canvas'))
  29.     .getContext('webgl', {
  30.       preserveDrawingBuffer: true,
  31.       powerPreference: 'high-performance'
  32.     })
  33.  
  34.   Object.assign(gl.canvas.style, {
  35.     position: 'absolute',
  36.     left: '50%',
  37.     top: '50%',
  38.     transform: 'translate(-50%, -50%)',
  39.     outline: '1px solid gray'
  40.   })
  41.  
  42.  
  43.   with(gl) {
  44.     const NUM = 120
  45.     const radius = 0.7
  46.     let verts = []
  47.  
  48.     // Superformula (equations from):
  49.     // https://bsapubs.onlinelibrary.wiley.com/doi/10.3732/ajb.90.3.333
  50.     // http://en.wikipedia.org/wiki/Superformula
  51.     function superShape(a, b, m, n1, n2, n3, scale, x = 0, y = 0, z = 0) {
  52.       const { random, pow, abs, cos, sin } = Math
  53.       // with(Math) { // destrucuring vs the dreaded `with`
  54.         let r = 0
  55.         let p = 0
  56.         let xp = 0
  57.         let yp = 0
  58.         let zp = 0
  59.  
  60.         let rotX = random() * TWO_PI
  61.         let rotY = random() * TWO_PI
  62.         let rotZ = random() * TWO_PI
  63.  
  64.         let cosX = cos(rotX)
  65.         let cosY = cos(rotY)
  66.         let sinX = sin(rotX)
  67.         let sinY = sin(rotY)
  68.  
  69.         while (p <= TWO_PI) {
  70.           let ang = (m * p) / 4
  71.  
  72.           r = pow(pow(abs(cos(ang) / a), n2) + pow(abs(sin(ang) / b), n3), -1 / n1)
  73.           xp = r * cos(p)
  74.           yp = r * sin(p)
  75.  
  76.           p += 0.05
  77.  
  78.           zp = zp * cosX - xp * sinX
  79.           xp = zp * sinX + xp * cosX
  80.           yp = yp * cosY - zp * sinY
  81.           zp = yp * sinY + zp * cosY
  82.  
  83.           verts[inc] = xp * scale + x
  84.           verts[inc + 1] = yp * scale + y
  85.           verts[inc + 2] = zp * scale + z
  86.           inc += 3;
  87.         }
  88.       // }
  89.     }
  90.  
  91.     let inc = 0; 
  92.     for (let i = 0; i < NUM; i++) {
  93.       superShape(1, 1, 1 + ~~(Math.random() * 20),
  94.         ~~(Math.random() * 30),
  95.         ~~(Math.random() * 30),
  96.         ~~(Math.random() * 30), Math.random() * .2,
  97.         Math.random() - .5,
  98.         Math.random() - .5,
  99.         Math.random() - .5 )
  100.     }
  101.  
  102.  
  103.     console.log(verts.length)
  104.     const overts = verts.concat()
  105.     const leng = verts.length / 3
  106.  
  107.     bindBuffer(ARRAY_BUFFER, createBuffer())
  108.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  109.  
  110.     const vs = createShader(VERTEX_SHADER)
  111.     shaderSource(vs, vert)
  112.     compileShader(vs)
  113.  
  114.     const fs = createShader(FRAGMENT_SHADER)
  115.     const sp = createProgram()
  116.  
  117.     shaderSource(fs, frag)
  118.     compileShader(fs)
  119.     attachShader(sp, vs)
  120.     attachShader(sp, fs)
  121.     linkProgram(sp)
  122.     useProgram(sp)
  123.  
  124.     const vec = getAttribLocation(sp, 'vec')
  125.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  126.     enableVertexAttribArray(vec)
  127.  
  128.     const matLoc = getUniformLocation(sp, 'mat')
  129.  
  130.     function rot(x, y, z) {
  131.       // https://wikimedia.org/api/rest_v1/media/math/render/svg/a8e16f4967571b7a572d1a19f3f6468512f9843e
  132.  
  133.       const sinA = Math.sin(x)
  134.       const cosA = Math.cos(x)
  135.       const sinB = Math.sin(y)
  136.       const cosB = Math.cos(y)
  137.       const sinY = Math.sin(z)
  138.       const cosY = Math.cos(z)
  139.  
  140.       m[0] = cosA * cosB
  141.       m[1] = cosA * sinB * sinY - sinA * cosY
  142.       m[2] = cosA * sinB * cosY + sinA * sinY
  143.       m[3] = 0
  144.  
  145.       m[4] = sinA * cosB
  146.       m[5] = sinA * sinB * sinY + cosA * cosY
  147.       m[6] = sinA * sinB * cosY - cosA * sinY
  148.       m[7] = 0
  149.  
  150.       m[8] = -sinB
  151.       m[9] = cosB * sinY
  152.       m[10] = cosB * cosY
  153.       m[11] = m[12] = m[13] = 0
  154.       m[15] = 1
  155.  
  156.       uniformMatrix4fv(matLoc, false, m)
  157.     }
  158.  
  159.     onresize = () => {
  160.       const {
  161.         canvas
  162.       } = gl
  163.       const size = Math.min(innerWidth, innerHeight) - 20
  164.       canvas.width = canvas.height = size
  165.       viewport(0, 0, size, size)
  166.     }
  167.  
  168.     onresize()
  169.  
  170.     let rx = 0, ry = 0, rz = 0
  171.  
  172.     function loop() {
  173.       rx += 0.01
  174.       ry += 0.01
  175.       rz += 0.01
  176.       rot(rx, ry, rz)
  177.  
  178.       disable(DEPTH_TEST)
  179.       enable(BLEND)
  180.       blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  181.       clearColor(0, 0, 0, 1)
  182.       clear(COLOR_BUFFER_BIT)
  183.       drawArrays(POINTS, 0, leng)
  184.       window.requestAnimationFrame(loop)
  185.     }
  186.     loop()
  187.   }
  188. })()

An interesting accident while playing around with Supershapes and WebgGL points…

snippet.zone ~ 2021-24 /// {s/z}