matrix.js Demo

Excerpts, source code and images are great, but a working example is even greater. That’s why I’ve cobbled together a working demo just for you! View it here: Matrix Demo. I’ve extracted it to just the minimum that you need to work with. Jump Straight to the guided tour.

Some Background

Though matrix.js has no dependencies, I depend on jQuery to code in JavaScript without sobbing uncontrollably. This code makes use of jQuery, though you should be fine if you are familiar with any major JS framework.

There are two main components that need to be brought together to make a decent demonstration: object(s) with nested component(s) and a canvas that can understand matrices.

Canvas

The canvas implementation of matrix transformations is mega-clunky, but that won’t bother us any longer.

        var canvas = $('#gameCanvas').get(0).getContext('2d');

        $.extend(canvas, {
          withTransform: function(matrix, block) {
            this.save();

            this.transform(
              matrix.a,
              matrix.b,
              matrix.c,
              matrix.d,
              matrix.tx,
              matrix.ty
            );

            try {
              block();
            } finally {
              this.restore();
            }
          }
        });

The withTransform method takes a matrix and a function (code block). It handles saving the context, applying the elements in the matrix to the correct parameters, calling the code block, and restoring the saved context no matter what, even if the code block throws an exception up in its face after eating bad seafood. It will stop at nothing to make your programming dreams come true.

Rather than handle all that junk ourselves every time want to draw a rotated top hat, we can instead do something like:

        var matrix = Matrix.rotation(Math.PI/2);
        canvas.withTransform(matrix, function() {
          // I'm so carefree, I can draw and draw without worrying about
          // saving or restoring the context, or what order those 4 trig
          // dealies go in. Thank you matrix.js for saving my life and
          // becoming my new best friend. <3<3<3 XOXO !!!1
        });

Hand-crafted matrix elements do not have more value than those forged in the heart of a machine.

Objects

Ok, so the canvas can handle matrix transforms easily, big deal. I just want to put a top hat on a dinosaur, make him dance, and laugh on into the early morning light.

  var hat = GameObject("images/accessories/tophat.png", Matrix.translation(30, -32));

  var dino = GameObject("images/levels/dino1.png", Matrix.translation(320, 240), [
    hat
  ]);

Done!

I’ve called my objects GameObject because sometimes I make games. The constructor takes 3 arguments, a url for an image, the transformation matrix of the object, and a list of component objects to draw inside it. I’ve got a dinosaur and the dinosaur has a hat.

To actually draw the dino we have a classic game loop.

  setInterval(function() {
    canvas.fill('#A2EEFF');

    dino.draw(canvas);
  }, 33);

Only the dino needs to be drawn because he’ll take care of drawing his own hat.


Making him dance

This is the part where you open up the demo page, fire up your JS console, and play along.

We want to move the dino up a little bit. Remember, up is negative.

  dino.translate(0, -50);

Now we want to rotate him.

  dino.rotate(Math.PI / 3);

Now we want him to walk warily down the street with his brim pulled way down low.

  // Brim down
  hat.translate(0, 10);

  // Walk warily...?
  (function() {
    var i = 0;
    setInterval(function() {
      dino.rotate(Math.sin(i / 8) * (Math.PI / 6));
      i++;
    }, 33);
  }());

Well you get the idea. If things get too nuts just refresh and start again.

Images Extras (Bonus Section!)

Even assuming you already have an image and HTML5 Canvas all set up, it is still a giant pain to draw it on there. Not to mention loading an image or waiting for it to load. So step one is to remove the tedium from drawing images onto the canvas forever.

  var sprite = Sprite.load(imageUrl);
  sprite.draw(canvas);

Wow, that was easy! Take a look at the Sprite class in the source for more on this miraculous occurrence.

Introducing matrix.js

When using the HTML5 canvas element it would be nice to have access to the one thing Flash does well: matrix transformations. This short utility adds the classic matrix operations: rotation, translation, scaling, concatenation, and inverting. It also provides the very useful transformPoint to transform points on an object in the same way that canvas transforms images.

Working with HTML5 Canvas

You’ll most likely want to use the following function to make using matrix transformations super easy with your HTML5 Canvas.

    function withTransformation(transformation, block) {
      context.save();

      context.transform(
        transformation.a,
        transformation.b,
        transformation.c,
        transformation.d,
        transformation.tx,
        transformation.ty
      );

      try {
        block();
      } finally {
        context.restore();
      }
    }

This is great for objects that have components, such as, completely hypothetically, a dinosaur flying and rotating through the air crazily swinging a chainsaw while wearing a jetpack.

Working with collision detection

A big advantage of circular collision detection comes when used with Euclidean Transformations, isometries of the Euclidean plane that preserve geometric properties such as length. Rotation, translation and reflection are the subset of affine transformations that maintain these properties.

If the collision area of an object is represented by n circles, then you can transform the points representing the centers of each circle with the same transformation as the one applied to the object. Because circles are the same across translation, rotation, and reflection, the logic to detect collisions remains the same, using the new center-points.


Scaling by the same factor across x and y could also work, just multiply the radius by the scale factor. Skewing would affect the shape of the circles, and therefore cannot be used without significant modification to the collision detection algorithm.

The Code

On github

/**
* Matrix.js v1.1.0
*
* Copyright (c) 2010 STRd6
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
* Loosely based on flash:
* http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/geom/Matrix.html
*/
(function() {
  /**
   * Create a new point with given x and y coordinates. If no arguments are given
   * defaults to (0, 0).
   * @name Point
   * @param {Number} [x]
   * @param {Number} [y]
   * @constructor
   */
  function Point(x, y) {
    return {
      /**
       * The x coordinate of this point.
       * @name x
       * @fieldOf Point#
       */
      x: x || 0,
      /**
       * The y coordinate of this point.
       * @name y
       * @fieldOf Point#
       */
      y: y || 0,
      /**
       * Adds a point to this one and returns the new point.
       * @name add
       * @methodOf Point#
       *
       * @param {Point} other The point to add this point to.
       * @returns A new point, the sum of both.
       * @type Point
       */
      add: function(other) {
        return Point(this.x + other.x, this.y + other.y);
      }
    }
  }

  /**
   * @param {Point} p1
   * @param {Point} p2
   * @returns The Euclidean distance between two points.
   */
  Point.distance = function(p1, p2) {
    return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
  };

  /**
   * If you have two dudes, one standing at point p1, and the other
   * standing at point p2, then this method will return the direction
   * that the dude standing at p1 will need to face to look at p2.
   * @param {Point} p1 The starting point.
   * @param {Point} p2 The ending point.
   * @returns The direction from p1 to p2 in radians.
   */
  Point.direction = function(p1, p2) {
    return Math.atan2(
      p2.y - p1.y,
      p2.x - p1.x
    );
  }

  /**
   *  _        _
   * | a  c tx  |
   * | b  d ty  |
   * |_0  0  1 _|
   * Creates a matrix for 2d affine transformations.
   *
   * concat, inverse, rotate, scale and translate return new matrices with the
   * transformations applied. The matrix is not modified in place.
   *
   * Returns the identity matrix when called with no arguments.
   * @name Matrix
   * @param {Number} [a]
   * @param {Number} [b]
   * @param {Number} [c]
   * @param {Number} [d]
   * @param {Number} [tx]
   * @param {Number} [ty]
   * @constructor
   */
  function Matrix(a, b, c, d, tx, ty) {
    a = a !== undefined ? a : 1;
    d = d !== undefined ? d : 1;

    return {
      /**
       * @name a
       * @fieldOf Matrix#
       */
      a: a,
      /**
       * @name b
       * @fieldOf Matrix#
       */
      b: b || 0,
      /**
       * @name c
       * @fieldOf Matrix#
       */
      c: c || 0,
      /**
       * @name d
       * @fieldOf Matrix#
       */
      d: d,
      /**
       * @name tx
       * @fieldOf Matrix#
       */
      tx: tx || 0,
      /**
       * @name ty
       * @fieldOf Matrix#
       */
      ty: ty || 0,

      /**
       * Returns the result of this matrix multiplied by another matrix
       * combining the geometric effects of the two. In mathematical terms,
       * concatenating two matrixes is the same as combining them using matrix multiplication.
       * If this matrix is A and the matrix passed in is B, the resulting matrix is A x B
       * http://mathworld.wolfram.com/MatrixMultiplication.html
       * @name concat
       * @methodOf Matrix#
       *
       * @param {Matrix} matrix The matrix to multiply this matrix by.
       * @returns The result of the matrix multiplication, a new matrix.
       * @type Matrix
       */
      concat: function(matrix) {
        return Matrix(
          this.a * matrix.a + this.c * matrix.b,
          this.b * matrix.a + this.d * matrix.b,
          this.a * matrix.c + this.c * matrix.d,
          this.b * matrix.c + this.d * matrix.d,
          this.a * matrix.tx + this.c * matrix.ty + this.tx,
          this.b * matrix.tx + this.d * matrix.ty + this.ty
        );
      },

      /**
       * Given a point in the pretransform coordinate space, returns the coordinates of
       * that point after the transformation occurs. Unlike the standard transformation
       * applied using the transformPoint() method, the deltaTransformPoint() method's
       * transformation does not consider the translation parameters tx and ty.
       * @name deltaTransformPoint
       * @methodOf Matrix#
       * @see #transformPoint
       *
       * @return A new point transformed by this matrix ignoring tx and ty.
       * @type Point
       */
      deltaTransformPoint: function(point) {
        return Point(
          this.a * point.x + this.c * point.y,
          this.b * point.x + this.d * point.y
        );
      },

      /**
       * Returns the inverse of the matrix.
       * http://mathworld.wolfram.com/MatrixInverse.html
       * @name inverse
       * @methodOf Matrix#
       *
       * @returns A new matrix that is the inverse of this matrix.
       * @type Matrix
       */
      inverse: function() {
        var determinant = this.a * this.d - this.b * this.c;
        return Matrix(
          this.d / determinant,
          -this.b / determinant,
          -this.c / determinant,
          this.a / determinant,
          (this.c * this.ty - this.d * this.tx) / determinant,
          (this.b * this.tx - this.a * this.ty) / determinant
        );
      },

      /**
       * Returns a new matrix that corresponds this matrix multiplied by a
       * a rotation matrix.
       * @name rotate
       * @methodOf Matrix#
       * @see Matrix.rotation
       *
       * @param {Number} theta Amount to rotate in radians.
       * @param {Point} [aboutPoint] The point about which this rotation occurs. Defaults to (0,0).
       * @returns A new matrix, rotated by the specified amount.
       * @type Matrix
       */
      rotate: function(theta, aboutPoint) {
        return this.concat(Matrix.rotation(theta, aboutPoint));
      },

      /**
       * Returns a new matrix that corresponds this matrix multiplied by a
       * a scaling matrix.
       * @name scale
       * @methodOf Matrix#
       * @see Matrix.scale
       *
       * @param {Number} sx
       * @param {Number} [sy]
       * @param {Point} [aboutPoint] The point that remains fixed during the scaling
       * @type Matrix
       */
      scale: function(sx, sy, aboutPoint) {
        return this.concat(Matrix.scale(sx, sy, aboutPoint));
      },

      /**
       * Returns the result of applying the geometric transformation represented by the
       * Matrix object to the specified point.
       * @name transformPoint
       * @methodOf Matrix#
       * @see #deltaTransformPoint
       *
       * @returns A new point with the transformation applied.
       * @type Point
       */
      transformPoint: function(point) {
        return Point(
          this.a * point.x + this.c * point.y + this.tx,
          this.b * point.x + this.d * point.y + this.ty
        );
      },

      /**
       * Translates the matrix along the x and y axes, as specified by the tx and ty parameters.
       * @name translate
       * @methodOf Matrix#
       * @see Matrix.translation
       *
       * @param {Number} tx The translation along the x axis.
       * @param {Number} ty The translation along the y axis.
       * @returns A new matrix with the translation applied.
       * @type Matrix
       */
      translate: function(tx, ty) {
        return this.concat(Matrix.translation(tx, ty));
      }
    }
  }

  /**
   * Creates a matrix transformation that corresponds to the given rotation,
   * around (0,0) or the specified point.
   * @see Matrix#rotate
   *
   * @param {Number} theta Rotation in radians.
   * @param {Point} [aboutPoint] The point about which this rotation occurs. Defaults to (0,0).
   * @returns
   * @type Matrix
   */
  Matrix.rotation = function(theta, aboutPoint) {
    var rotationMatrix = Matrix(
      Math.cos(theta),
      Math.sin(theta),
      -Math.sin(theta),
      Math.cos(theta)
    );

    if(aboutPoint) {
      rotationMatrix =
        Matrix.translation(aboutPoint.x, aboutPoint.y).concat(
          rotationMatrix
        ).concat(
          Matrix.translation(-aboutPoint.x, -aboutPoint.y)
        );
    }

    return rotationMatrix;
  };

  /**
   * Returns a matrix that corresponds to scaling by factors of sx, sy along
   * the x and y axis respectively.
   * If only one parameter is given the matrix is scaled uniformly along both axis.
   * If the optional aboutPoint parameter is given the scaling takes place
   * about the given point.
   * @see Matrix#scale
   *
   * @param {Number} sx The amount to scale by along the x axis or uniformly if no sy is given.
   * @param {Number} [sy] The amount to scale by along the y axis.
   * @param {Point} [aboutPoint] The point about which the scaling occurs. Defaults to (0,0).
   * @returns A matrix transformation representing scaling by sx and sy.
   * @type Matrix
   */
  Matrix.scale = function(sx, sy, aboutPoint) {
    sy = sy || sx;

    var scaleMatrix = Matrix(sx, 0, 0, sy);

    if(aboutPoint) {
      scaleMatrix =
        Matrix.translation(aboutPoint.x, aboutPoint.y).concat(
          scaleMatrix
        ).concat(
          Matrix.translation(-aboutPoint.x, -aboutPoint.y)
        );
    }

    return scaleMatrix;
  };

  /**
   * Returns a matrix that corresponds to a translation of tx, ty.
   * @see Matrix#translate
   *
   * @param {Number} tx The amount to translate in the x direction.
   * @param {Number} ty The amount to translate in the y direction.
   * @return A matrix transformation representing a translation by tx and ty.
   * @type Matrix
   */
  Matrix.translation = function(tx, ty) {
    return Matrix(1, 0, 0, 1, tx, ty);
  };

  /**
   * A constant representing the identity matrix.
   * @name IDENTITY
   * @fieldOf Matrix
   */
  Matrix.IDENTITY = Matrix();
  /**
   * A constant representing the horizontal flip transformation matrix.
   * @name HORIZONTAL_FLIP
   * @fieldOf Matrix
   */
  Matrix.HORIZONTAL_FLIP = Matrix(-1, 0, 0, 1);
  /**
   * A constant representing the vertical flip transformation matrix.
   * @name VERTICAL_FLIP
   * @fieldOf Matrix
   */
  Matrix.VERTICAL_FLIP = Matrix(1, 0, 0, -1);

  // Export to window
  window["Point"] = Point;
  window["Matrix"] = Matrix;
}());

Circular Collision Detection in JavaScript

Collision detection is the core of many games and simulations. It is therefore important to have a simple and efficient collision detection algorithm.

This algorithm uses circles as the basis for colliding elements.

function collision(c1, c2) {
  var dx = c1.x - c2.x;
  var dy = c1.y - c2.y;
  var dist = c1.radius + c2.radius;

  return (dx * dx + dy * dy <= dist * dist)
}

Envisioning it graphically shows how the inequality relates to the Pythagorean Theorem.

PrettyCoolGuy.info Launched

I think that the tired old “pretty cool guy” meme is a pretty cool guy. eh keeps going years later and doesn’t afraid of anything.

That’s why I launched prettycoolguy.info. A place to collect all the pretty coolest guys in the world. It’s a site where you can “ask questions” like: “I think Bob Saget is a pretty cool guy” and then vote on answers like: “ehs the father of the olsen twins and doesnt afraid of anything.”

So please go check it out. And add to it. This will be a valuable wealth of internet information soon.

Real testimonial:

Daniel:
if you or someone you know is into “pretty cool guy” internet memes, then this site is for you: prettycoolguy.info

Kyle:
I dont know what a meme is

Daniel:
it’s like a joke that runs rampant on the internet

me: prettycoolguy.info

Jeff: this isn’t a .biz address

I’m uninterested

me: it’s got all the info about the pretty coolest guys

or it will one day

this will be an incredible internet resource

Jeff: it definitely does

dude

why is “Pimp” cut off in your profiel pic

me: for the G rating

and to leave something to the imagination

Jeff: did you make this website?

me: a gentleman never asks and a lady never tells

me: prettycoolguy.info
are you familiar with pretty cool guy?

David: I am not.

me: it’s an internet meme
where someone says: I think Halo is a pretty cool guy. eh kills lots of aleins and doesnt afraid of anything.
so I made a site to collect all of those

David: I noticed when I went to the site.

me: the secret is the use of metonymy
Where ‘Halo’ stands in for ‘Master Chief’

David: I think it would be metonymy if “Master Chief” stood in for “Halo”. I’m not sure what to call the whole standing in for the part though.
I did enjoy learning about Jimmy Carter’s rabbit attack though.

Simple Tutorial to Make a Chrome Extension that uses jQuery UI

Google Chrome has had extensions for a while now, but because the Linux client is a little farther behind I never got farther than the simple hello world tutorial. Today, however, I am pleased to announce that Chrome extensions are totally boss, and it is extremely easy to get a jQuery UI skinned template app going in 15 minutes, just by following three easy steps.

Step 1 – Brushing up on the Hello World Extension Tutorial

Follow the Getting Started (Hello World) tutorial. The tutorial is very well written and will help you get your bearings about what extensions can do and the minimum you need to get started. A key part is the manifest.json

{
  "name": "My First Extension",
  "version": "1.0",
  "description": "The first extension that I made.",
  "browser_action": {
    "default_icon": "icon.png"
  },
  "permissions": [
    "http://api.flickr.com/"
  ]
}

The name, version, and description fields are all self explanatory. The browser action one is interesting. It means that your extension will add a button to the browser (right after the address bar) with the specified icon. So far as I can tell the only thing that the button can do now is display a popup, though this popup can communicate with other parts of your extension. Permissions are also important, they specify what domains you can access via xmlhttprequests.

At this point you should have a working hello world tutorial, if not please continue to follow the rest of the directions on the full tutorial page, I’ll wait.

Step 2 jQuerying it up

After you finish the tutorial you may come to feel that raw JS is pretty harsh stuff and it would be great to get a little jQuery action in there. No need to fear, just add this to your “popup.html” file:

http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js

You don’t even need to add a file anywhere in your extension. Neat! Now you can rewrite the part of the tutorial that connects to the Flickr API like so:

$.get("http://api.flickr.com/services/rest/", {
    method: "flickr.photos.search",
    api_key: "90485e931f687a9b9c2a66bf58a3861a",
    text: "hello world",
    safe_search: 1,
    content_type: 1,
    sort: "relevance",
    per_page: 20
  }, function(data, status, request) {
    var photos = request.responseXML.getElementsByTagName("photo");

    for (var i = 0, photo; photo = photos[i]; i++) {
      var img = document.createElement("image");
      img.src = constructImageURL(photo);
      document.body.appendChild(img);
    }
  }
);

Love that fresh jQuery scent. Note that I left the constructImageURL function unchanged, so you’ll still need it if you want the extension to continue working.

Step 3 Adding jQuery UI (It’s Easy!)

This is the easy part. Go to the jQuery UI custom build your own download. Keep all the UI stuff checked and choose your favorite theme, you’ll have plenty of time later to choose exactly what you want or need, but for now just focus on seeing how easy it is to integrate. Now download the zip and extract in into your extensions root directory.

You can go to chrome-extension://extensionId/index.html and see all the magic of the jQuery UI demo, but working from inside a Chrome Extension. Of course extensionId is whatever that giant random string of characters that Chrome assigned to your extension was, something like opnnhifacfpohionnikhlecfgheooenk. (Learn more here)

Congratulations!

Although getting a simple skeleton/hello world extension up only takes a short amount of time, learning about all the possibilities and actually making an extension that does great things will take much longer. I hope that with this tutorial that starting will be very easy and nothing will stand in the way of your dreams.

Peace!

Ruby Quiz Summary Cry For Help

Salutations! As you know I’m maintaining the latest incarnation of Ruby Quiz over at rubyquiz.strd6.com. Also as you know I’m furiously behind on the summaries. So, I’ve turned to you, my noble reader, to see if you would be interested in this amazing opportunity: write a guest summary of one of the recent quizzes.

The task is to write a brief summary showcasing some of the solutions. I can hook you up with all the solutions and link you to the thread as well as some examples of great summaries from the good old days.

So what do you say? I’ll bake you cookies… or cook you up an amazing omlette from my amazing omlette bar.

Also it is a great learning experience.

Add your inquiries in the comments.

John Carmack Interview from 10 Years Ago

It took a lot of cleverness, creativity, and smarts to do Doom but all that cleverness, creativity, and smarts five years previously wouldn’t have mattered because it just wasn’t possible at the time. There are times that are appropriate for new innovations to happen. – John Carmack

Read the full interview

Random Scope

Here’s a little module that will make adding things like Cards.random(4) a breeze!

# This module takes care of adding a random scope to records

module RandomScope
  def self.included(model)
    model.class_eval do
      if connection.adapter_name == "MySQL"
        named_scope :random, lambda { |amount|
          if(amount)
            {:order => "RAND()", :limit => amount}
          else
            {:order => "RAND()"}
          end
        }
      else
        named_scope :random, lambda { |amount|
          if(amount)
            {:order => "RANDOM()", :limit => amount}
          else
            {:order => "RANDOM()"}
          end
        }
      end
    end
  end
end