Here is a screenshot of the windows management system with lighting turned on:

Here is a video of me using the system:

I whipped up this prototype (don’t mind the jQuery)

There are really two keys that make this work. Getting the shadow in place and adjusting the gradient. All we really need is the angle and distance from a given `div` in relation to the “light”:

1 2 3 4 5 6 7 8 9 10 11 12 13 | let calcAng = function(x, y) { let lightPos = light.position() let dx = lightPos.left - x; let dy = lightPos.top - y; return -Math.atan2(dy, dx) / Math.PI * 180; }; let calcDist = function(x, y) { let lightPos = light.position() let dx = lightPos.left - x; let dy = lightPos.top - y; return Math.sqrt(dx * dx, dy * dy); }; |

Standard `atan2` and the pythagorean theorem get us this. Once we have those - we can use them to set our gradient and shadow values:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | // warning (apparently this function is slightly speed coded) let calcShade = function(x, y) { let angle = calcAng(x, y); let dist = calcDist(x, y); let sx = dist * Math.cos(-angle * Math.PI / 180) * -1; let sy = dist * Math.sin(-angle * Math.PI / 180) * -1; sx = Math.min(20, Math.max(sx, -20)); sy = Math.min(20, Math.max(sy, -20)); let blur = Math.min(100, dist); let hBlur = Math.min(50, blur) * 0.5; // consider distance in the eq? return { bg: `-webkit-linear-gradient(${angle}deg, rgba(0, 0, 0, 0.2), rgba(255, 255, 255, 0.4) ${blur}%)`, shadow: `${sx}px ${sy}px ${hBlur}px rgba(0, 0, 0, 0.15)` }; }; |

There are more videos of the windows management system on my youtube channel. Here’s another from a much earlier version of the system.

Maybe I’ll post more about that in the future…

]]>http://actionsnippet.com/?p=2969#comment-5674

…pretty much at random.

Here is the port in a pen:

This is actually a port of a port from this old thread:

http://www.gamedev.net/topic/444154-closest-point-on-a-line/

The trick is to load the svg data into an image as a datauri. There are other tricks like this - one of which is using an svg `foreignObject` to blit html to canvas:

https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Drawing_DOM_objects_into_a_canvas

There were some browser issues at the time with this. The main one being IE 10/11 didn’t really work (tainted canvas if I recall correctly). The `foreignObject` trick didn’t work with image xlink:hrefs in safari at the time… (weirdly if you opened the dev tools it would start to work) anyway…

I ended up forking canvg for various cases. canvg is really cool… just a note, a coworker of mine went in at some point and optimized it like crazy and improved the perf a good deal by “drying things up”. Maybe I’ll suggest that he submit his optimizations at some point.

]]>There’s definitely room for improvement here - but the key features are covered.

]]>This works by using a div with a border, rotating it and scaling it as needed so it fits between two arbitrary points.

This could be abstracted a bit more, but it works pretty well. I usually choose `setInterval` over `requestAnimationFrame` when prototyping - because I like to easily be able to change the speed of

framebased things like this. If I were to try and make this code more dynamic, I would probably switch out to `requestAnimationFrame`.

If you try and connect two lines together - you’ll notice some inaccuracy - a good argument for using SVG or canvas over something like this. That said, if you are connecting two elements using a single line, this inaccuracy would become irrelevant.

]]>This is a speed coded pen from awhile back - the features object is interesting - it allows two objects to be bred together. In this case two colors. I could see this is as part of some advanced/abstract colorpicker that allows the user to home in on a color.

]]>*modern es6 version*

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | let rotX = 0, rotY = 0, perspective = 500, depth, currX, currY; // learned something like this at Andries Odendaal's www.wireframe.co.za function point3d(x, y, z) { let cosX = Math.cos(rotX), cosY = Math.cos(rotY), sinX = Math.sin(rotX), sinY = Math.sin(rotY), posX, posY, posZ; posZ = z * cosX - x * sinX, posX = z * sinX + x * cosX, posY = y * cosY - posZ * sinY, posZ = y * sinY + posZ * cosY; depth = 1 / (posZ / perspective + 1); currX = posX * depth; currY = posY * depth; return [ currX, currY, depth ]; } |

Here’s is an example of it in action:

I’ve used this code many many times, it’s just easy to throw into any language and instantly get 3d points rendered in 2d. Here is a short video of a Java applet from 2003 called “Catch Env” that made use of it:

Here is the source code for that ^^

http://www.zevanrosser.com/shape2/j/Catchenv.java

You’ll notice in that source, that I nested the equation to allow for local and global transformations. It was around that time that I learned the ins and outs of real 2D and 3D matrix transformation math… Ken Perlin’s classfiles from NYU were a real help when I was learning that stuff. I don’t think this was the exact file I was working with, but it was definitely on his site somewhere.

Before all that, during my junior year in college I created a 3d engine based off Odendaal’s code in Director (Lingo). Here is a video of some of the demos for it:

…and here is a strange screenshot from my personal website at the time:

Just an example of a powerful snippet and a gateway to learning matrix transformation math. When I first really dug in to html5 canvas - before WebGL was supported so widely - having this trick up my sleeve was great. As you can see in the below link, I used it more than a few times back then:

Daily canvas experiments:

http://zreference.com/projects/all-graphics.php

]]>

The equation for the curve defines a radius in polar coordinates:

Where **a** and **d** are paramters that control the detail of the curve. **o** is a rotation and offset value for the angle and **s** is a scalar. Note the use of **rem**. The resulting curve is much less interesting if a standard modulo is used in place of a remainder:

The above variable values were found using this interactive version of the equation:

To illustrate how you might use this as a PRNG I created this fork of the above pen:

That, in combination with the information from my other article from yesterday… Should be enough to see what I mean.

You can read the original description of the Hermit Crab Curve that I created using ArcType here:

http://zevanrosser.com/arctype-dev/hermit-crab-curve.html

If you end up using this for something interesting let me know. I’d love to see it

]]>Over the years I’ve used all manner of famous random number generators. From Tausworthe to Mersenne Twister.

Sometime last year I was trying to find a seeded PRNG, when working in Objective-C `arc4random` seems to be the common choice. I quickly became frustrated however as it didn’t seem possible or at least didn’t seem easy at all to reset the sequence of numbers. Maybe there’s an easy way, but whatever it is, I couldn’t find it. So after probably an hour of frustration trying all the weird different PRNGs, I decided to resort to a super simple old trick.

**Why do you care about resetting the sequence?**

Having a seed that you save at the beginning of your program can be super powerful. You can use anything for this seed, like the time or just another random number. From that point on your random numbers will be completely deterministic and depending on the complexity of your program you can simply save the seed and use it again later - causing your program to do exactly the same thing it did last time it had that seed. Those of you who dabble with generative artwork are probably familiar with this idea.

This experiment uses that trick:

Those textures will always be the same when the seed is 18. Thats an old experiment from the flash days, I think I used Grant Skinner’s seeded PRNG for that.

On the off chance you still have **flash** in your browser you can see it here:

Static black and white:

http://zevanrosser.com/sketchbook/things/bw_tex_static.html

Animated black and white:

http://zevanrosser.com/sketchbook/things/bw_tex_animated.html

Ugly colors version:

http://zevanrosser.com/sketchbook/things/col_tex_animated.html

It turns out that if you take sine or cosine and pop very large values for theta into it - you get something that looks very random. Lets look at the code:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 | var rc = 0, seed = 30, MAX_RAND = 0xffffff; function idxRand(nth) { if (nth != null) rc = nth; rc++; return Math.abs(Math.sin(seed * rc) * MAX_RAND); } var firstFour = [idxRand(), idxRand(), idxRand(), idxRand()], second = idxRand(1), fourth = idxRand(3); console.log(firstFour); console.log(second); console.log(fourth); var canvas = document.createElement("canvas"), c = canvas.getContext("2d"); canvas.width = 400; canvas.height = 300; c.fillStyle = "black"; c.fillRect(0, 0, canvas.width, canvas.height); document.body.appendChild(canvas); for (var i = 0; i < 300; i++) { c.fillStyle = "red"; c.fillRect(idxRand() % 200, i, 4, 4); c.fillStyle = "green"; c.fillRect(200 + Math.random() * 200, i, 4, 4); } |

Will output something like this:

[16576418.984205123, 5113873.3245154265, 14998774.234509233, 9741038.668934602] 5113873.3245154265 9741038.668934602

This code could be improved in a few different ways - but its good enough to illustrate the technique. Lines 1-9 are all you need to have a reproducible random sequence. With a large step value for theta and an even larger coefficient (0xffffff) for sine, you can use modulo to get the range you need (line 30). You can access the old values by passing an index to `idxRand`. This is illustrated in lines 11 through 17 - where we get the first four values and then grab them again using the index argument.

While significantly statistically different - and likely significantly different performance-wise, you’ll notice that visually there is little difference…

UPDATE: Had an idea that an alternative post title for this would be **Easily Attain the Nth value from a PPRNG(pseudo-pseudo-random-number-generator)…**