<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.0.1">Jekyll</generator><link href="https://drewcutchins.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://drewcutchins.com/" rel="alternate" type="text/html" /><updated>2020-06-02T00:51:29+00:00</updated><id>https://drewcutchins.com/feed.xml</id><title type="html">Coding Is Fun</title><subtitle>Write an awesome description for your new site here. You can edit this line in _config.yml. It will appear in your document head meta (for Google search results) and in your feed.xml site description.</subtitle><entry><title type="html">Inverse Kinematics</title><link href="https://drewcutchins.com/blog/2018-10-17-inverse-kinematics" rel="alternate" type="text/html" title="Inverse Kinematics" /><published>2018-10-17T00:00:00+00:00</published><updated>2018-10-17T00:00:00+00:00</updated><id>https://drewcutchins.com/blog/inverse-kinematics</id><content type="html" xml:base="https://drewcutchins.com/blog/2018-10-17-inverse-kinematics">&lt;p&gt;Inverse Kinematics is the practice of aligning a set of bones and joints to place their endpoint at a target position.&lt;/p&gt;

&lt;p&gt;Inverse Kinematics has two common applications: animations in games and movies, and robotics.&lt;/p&gt;

&lt;p&gt;We will be doing all of our calculations and examples in 2D but the formulas can easily be applied to three dimensions.&lt;/p&gt;

&lt;p&gt;Let’s first create a way to define a collection of bones and joints:&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Armature&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Bone&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt; 
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt; 
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Joint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Before exploring inverse kinematics, we should first explain it’s inverse, forward kinematics.&lt;/p&gt;

&lt;p&gt;Forward kinematics is the calculation of an endpoint given the angles of joints and the lengths of bones. Given a list of bone endpoints, $P$, bone lengths, $L$, and a list of joint angles, $A$, the endpoint of a bone can be calculated as:&lt;/p&gt;

\[P_i = P_{i-1} + L_icos(\sum_{j=0}^i A_j){\hat{\textbf{i}}} + L_isin(\sum_{j=0}^i A_j){\hat{\textbf{j}}}\]

&lt;p&gt;Admittedly, this formula is a bit messy, so lets break it down a bit.&lt;/p&gt;

&lt;p&gt;The first value, $P_{i-1}$, represents the endpoint of the bone to which this bone is attached. It makes sense that we need to first calculate this value, as the position of an endpoint is simply the previous endpoint plus the offset of the bone. The &lt;a href=&quot;https://en.wikipedia.org/wiki/Recursion_(computer_science)&quot;&gt;recursive&lt;/a&gt; nature of this formula means that whenever the length of a bone or angle of a joint is changed, all of the bone positions following the changed feature must be recalculated.&lt;/p&gt;

&lt;p&gt;The second part of the formula multiplies the length of the bone times the sine and cosine of the summation of the angles leading up to the calculated endpoint. Note that we cannot simply use the angle of the most recent joint, as it is the angle &lt;em&gt;relative&lt;/em&gt; to the most recent bone. By summating the leading angles, we can find the &lt;em&gt;global&lt;/em&gt; rotation of the bone.&lt;/p&gt;

&lt;p&gt;Lets create a function for calculating the positions of bones in an armature. This function should be called whenever the length of a bone or angle of a joint is changed. To make sure of this, we will also be creating functions for changing values pertaining to the bones and joints. Adjusting this values through direct access to the bones and joints arrays will not cause the endpoints of the bones to be adjusted and therefore should not be done from outside the class (unfortunately javascript does not supoort private instance variables).&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Armature&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;adjustBoneLength&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boneIndex&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;newValue&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boneIndex&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;newValue&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;recalculateEndpoints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;adjustJointAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angleIndex&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;newValue&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angleIndex&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;newValue&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;recalculateEndpoints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;recalculateEndpoints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lastPosition&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;root&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lastAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lastPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; 
                &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;lastAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lastPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; 
                &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;sin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;lastAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

            &lt;span class=&quot;nx&quot;&gt;lastAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;nx&quot;&gt;lastPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;nx&quot;&gt;lastPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Now using  some simple controls, try to get the end of the armature into the target circle.&lt;/p&gt;

&lt;div class=&quot;code-display&quot; id=&quot;forward-kinematics-display&quot;&gt;
    &lt;canvas id=&quot;forward-kinematics-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;p&gt;First Angle:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;0&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;forward-kinematics-display-joint-slider-1&quot; /&gt;
    &lt;p&gt;Second Angle:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;0&quot; max=&quot;100&quot; value=&quot;85&quot; class=&quot;slider&quot; id=&quot;forward-kinematics-display-joint-slider-2&quot; /&gt;
    &lt;p&gt;Third Angle:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;0&quot; max=&quot;100&quot; value=&quot;85&quot; class=&quot;slider&quot; id=&quot;forward-kinematics-display-joint-slider-3&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;Not too hard right? But how would you tell a computer to do that?&lt;/p&gt;

&lt;p&gt;It would be easy if we only had a couple of joints, we could use some simple trigonometry.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/post_assets/inverse_kinematics/simple-IK2.png&quot; alt=&quot;A picture of a triangle&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Given the above armature with endpoint E, the two joint angles are fairly trivial (though rather messy) to compute using the law of sine and law of cosine:&lt;/p&gt;

\[\theta_2 = 180 - cos^{-1}\frac{E_x^2 + E_y^2 - A^2 - B^2}{2AB}\]

\[\theta_1 = tan^{-1}\frac{E_y}{E_x} - tan^{-1}\frac{Bsin{\theta_2}}{A + Bcos{\theta_2}}\]

&lt;p&gt;I will spare you the algebra, but if you are curious &lt;a href=&quot;https://robotacademy.net.au/lesson/inverse-kinematics-for-a-2-joint-robot-arm-using-geometry/&quot;&gt;this video&lt;/a&gt; works out the solutions.&lt;/p&gt;

&lt;p&gt;However, as we continue to add more joints, it becomes harder to find an analytical solution. More importantly, whenever the number of degrees of freedom of the armature becomes unequal to the number of joints it becomes impossible to algebriacally find a solution (This will happen as soon as we bring our armature into three dimensions). This is where the multiple methods of inverse kinematics come into play.&lt;/p&gt;

&lt;p&gt;In this article, I will be explaining the method known as cyclic coordinate descent (CCD). There are other strategies such as &lt;a href=&quot;http://www.cs.cmu.edu/~15464-s13/lectures/lecture6/IK.pdf&quot;&gt;the jacobian inverse method&lt;/a&gt;, that I may explore in later posts.&lt;/p&gt;

&lt;p&gt;In CCD, each joint of the armature is iterated, and brought to an angle that brings the endpoint of the armature closer to the target position. This iteration is repeated until the distance between the endpoint and the target position falls below a specified threshold.&lt;/p&gt;

&lt;p&gt;The amount the angle of a joint should be changed will be the angle between the vector pointing from the position of the joint to the end of the armature, $\vec e$, and the vector between the position of the joint to the target position, $\vec t$. The formula to find this angle, $a$, can be calculated as:&lt;/p&gt;

\[a = \frac{cos^{-1}(\vec t \cdot \vec e)}{\lvert e\rvert \lvert t\rvert}\]

&lt;p&gt;This is simply the inverse cosine of the dot product of the two vectors, divided by the product of the magnitudes of the two vectors. This formula relies on a property of a dot product (the summation of the products of the corresponding dimensional values of a vector) which states that:&lt;/p&gt;

\[\lvert a\rvert \lvert b\rvert cos(\theta) = \vec a \cdot \vec b\]

&lt;p&gt;With this formula is mind it is rather simple to create our inverse kinematics functionality.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Armature&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// ...&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;applyInverseKinematics&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;targetPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;while&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;targetPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;gt;&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;approachTarget&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;targetPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;approachTarget&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;targetPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;--&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;// e&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;jointToEndpoint&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
                &lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;// t&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;jointToTarget&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
                &lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;targetPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;targetPosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;bones&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;endpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;// e * t&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;jointToEndpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;jointToTarget&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;jointToEndpoint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;jointToTarget&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;// |e||t|    *note that mag is a function defined elsewhere&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;magnitudesProduct&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;mag&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;e&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;mag&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;// arccos(e * t)/(|e||t|)&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;joints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;magnitudesProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;recalculateEndpoints&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Test out the following example that has the arm follow the mouse! Use the sliders to change the lengths of different bones.&lt;/p&gt;
&lt;div class=&quot;code-display&quot; id=&quot;inverse-kinematics-display&quot;&gt;
    &lt;canvas id=&quot;inverse-kinematics-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;p&gt;First Bone:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;inverse-kinematics-bone-length-slider-1&quot; /&gt;
    &lt;p&gt;Second Bone:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;inverse-kinematics-bone-length-slider-2&quot; /&gt;
    &lt;p&gt;Third Bone:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;inverse-kinematics-bone-length-slider-3&quot; /&gt;
    &lt;p&gt;Fourth Bone:&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;inverse-kinematics-bone-length-slider-4&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;With our IK system set up, we can continue to add features to create interesting behavior.&lt;/p&gt;

&lt;p&gt;First lets add some contraints to our joints, such as a minimum and maximum angle.&lt;/p&gt;
&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Joint&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;minAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;maxAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;minAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;minAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;maxAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;maxAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;set&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;newAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;newAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;gt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;maxAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;maxAngle&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;else&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;newAngle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;minAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;minAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;else&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;newAngle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;get&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Now all we have to do is replace all of our references to “angle” in the armature class with our new property “Angle” (note the change in case).&lt;/p&gt;

&lt;p&gt;In the following example, I’ve contrained the range of motion of all of the joints to 45 degrees, note the change in behavior from our previous example.&lt;/p&gt;

&lt;div class=&quot;code-display&quot; id=&quot;inverse-kinematics-angle-display&quot;&gt;
    &lt;canvas id=&quot;inverse-kinematics-angle-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
&lt;/div&gt;

&lt;p&gt;This armature behaves far more organically, resembling the behavoir of a tentacle. As you may have noticed, while playing with the above example, it is possible to make the armature lock in place, unable to approach the target. To replicate this flaw, bring your mouse to the upper right hand corner of the display, then try to form the armature into an S shape. After doing so, bring your mouse towards the bottom left hand corner of the display. This should “lock” the armature, causing it to fail to meet a target it could otherwise reach. This behavior is a shortcoming of the CCD algorithm that is solved in some of the other IK implementations.&lt;/p&gt;

&lt;p&gt;I hope you enjoyed this article, and that you’ve learned something new! Feel free to leave any questions or comments below.&lt;/p&gt;

&lt;script src=&quot;/assets/post_assets/inverse_kinematics/ik.js&quot;&gt;
&lt;/script&gt;</content><author><name>Drew Cutchins</name></author><category term="code," /><category term="algorithms" /><summary type="html">Inverse Kinematics is the practice of aligning a set of bones and joints to place their endpoint at a target position.</summary></entry><entry><title type="html">Flocking</title><link href="https://drewcutchins.com/blog/2018-8-16-flocking" rel="alternate" type="text/html" title="Flocking" /><published>2018-08-16T00:00:00+00:00</published><updated>2018-08-16T00:00:00+00:00</updated><id>https://drewcutchins.com/blog/flocking</id><content type="html" xml:base="https://drewcutchins.com/blog/2018-8-16-flocking">&lt;p&gt;Have you ever watched a school of fish, a flock of birds, or even a crowd of people and watched how they move?&lt;/p&gt;

&lt;p&gt;Moving together, yet without a leader, they are exhibiting a behavior known as flocking.&lt;/p&gt;

&lt;p&gt;Programmer &lt;a href=&quot;https://en.wikipedia.org/wiki/Craig_Reynolds_(computer_graphics)&quot;&gt;Craig Reynolds&lt;/a&gt; defined this behavior according to three rules:&lt;/p&gt;
&lt;ol&gt;
  &lt;li&gt;Separation - Members will steer to maintain a defined distance from one another&lt;/li&gt;
  &lt;li&gt;Alignment - Members will steer to face in a similar direction as members around them&lt;/li&gt;
  &lt;li&gt;Cohesion - Members will steer to remain close to the flock&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;We can create flocking behavior in code by using these same rules.&lt;/p&gt;

&lt;p&gt;First we need a way to represent a single member of the flock. These are called boids. Boids will have a position, velocity and acceleration. During every frame of the simulation, they will use their acceleration and velocity values to update their position.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;//  Defining the model for a boid&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// They will be initialized with a starting x and y position&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;xPos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;yPos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  The mass of the boid will dictate how responsive it is to flocking forces&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;mass&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;xPos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;yPos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acceleration&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;//  Heading is represented by a decimal value indicating the radians&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;get&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;heading&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;atan2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;//  This function will be called to guide the boid while flocking&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;applyForce&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;force&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  Acceleration is force devided by mass&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acceleration&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;force&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;mass&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acceleration&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;force&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;mass&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;update&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  We will later add code to change the velocity of the boid given its suroundings&lt;/span&gt;
        &lt;span class=&quot;nx&quot;&gt;updatePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;updatePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  Acceleration is change in velocity&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acceleration&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acceleration&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

        &lt;span class=&quot;c1&quot;&gt;//  Veloity is change in position&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

        &lt;span class=&quot;c1&quot;&gt;//  Acceleration is reset each frame&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;acceleration&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Next, lets create a model for an entire flock.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// Defining the model for a flock&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;flockSize&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;flockSize&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;populateFlock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;populateFlock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;//  The boids will be created at the center of the graph.&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;push&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;new&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;//  The angle of the boids are evenly distributed in a circle&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;2&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;PI&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

            &lt;span class=&quot;c1&quot;&gt;//  The velocity is set based on the calculated angle&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;),&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;sin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;angle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)};&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;updateFlock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;update&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;And finally, we can create a function to render our flock. I have created a few functions such as “drawTriangle” that are irrelevent to the flocking algorithm and therefore not included in this article.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;renderFlock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;nx&quot;&gt;renderBoid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]);&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;renderBoid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;//  The drawTriangle function takes a position and a rotation as parameters&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;drawTriangle&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;heading&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Alright, now lets test our flock update&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;flock&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;new&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;10&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// The loop will run every 10 milliseconds&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;setTimeout&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;10&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;update&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;renderFlock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;div class=&quot;code-display&quot; id=&quot;rendering-test-display&quot;&gt;
    &lt;canvas id=&quot;rendering-test-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;button type=&quot;button&quot; id=&quot;rendering-test-display-restart&quot;&gt;Restart Simulation&lt;/button&gt;
&lt;/div&gt;

&lt;p&gt;Wait! All of the boids are gone as soon as they leave the canvas, I’ll add a bit of code to make the sides of the screen wrap to one another. If a boid leaves on the left side of the canvas it will reappear on the right side.&lt;/p&gt;

&lt;div class=&quot;code-display&quot; id=&quot;rendering-test-wrapped-display&quot;&gt;
    &lt;canvas id=&quot;rendering-test-wrapped-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;button type=&quot;button&quot; id=&quot;rendering-test-wrapped-display-restart&quot;&gt;Restart Simulation&lt;/button&gt;
&lt;/div&gt;

&lt;p&gt;Now that we have our flock management and rendering code set up, we can start applying our three rules of flocking.&lt;/p&gt;

&lt;p&gt;However, in order to do this, our boids need to have information of other boids nearby. We need to change the boid update function to take an array of neighboring boids as a parameter. We also need to allow our updateFlock function to provide each boid update with its neighbors.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Flock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;flockSize&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;// ...&lt;/span&gt;
        
        &lt;span class=&quot;c1&quot;&gt;//  The proximity boids have to be, to be considered neighbors.&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighborDistance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;10&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

        &lt;span class=&quot;c1&quot;&gt;//  The neighborDistanceSquared is compared to the square distance between neighbors.&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  This avoids the performance costly square root operation.&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighborDistanceSquared&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;pow&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighborDistance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// ...&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;updateFlock&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;//  Iterates through all other boids to find neighbors.&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;size&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;!=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;squareDistance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;pow&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; 
                        &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;pow&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
                     
                    &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;squareDistance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighborDistanceSquared&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                        &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;push&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;j&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]);&lt;/span&gt;
                    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
                &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;boids&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;update&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;h2 id=&quot;separation&quot;&gt;Separation&lt;/h2&gt;
&lt;p&gt;Finally we can begin with applying separation to our boids. This force is calculated as a sum of vectors pointing away from nearby boids.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;constructor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;xPos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;yPos&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  ...&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  We define an ideal distance for our boids to keep from one another&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;separationDistance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;5&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

        &lt;span class=&quot;c1&quot;&gt;//  The strength with which the boid will avoid others&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;separationStrength&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;//  ...&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;update&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;separationForce&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;calculateSeparation&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;applyForce&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;separationForce&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;nx&quot;&gt;updatePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;()&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;calculateSeparation&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  This vector is the force we want to apply to our boid to keep it away from neighbors&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;separationForce&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;//  Distance = sqrt((x1 - x2)^2 + (y1 - y2)^2)&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                                    &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;separationDistance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;//  The offset between the two boids&lt;/span&gt;
                &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;offset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
                    &lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                    &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

                &lt;span class=&quot;c1&quot;&gt;//  Note the use of a normalize function,&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;//  It scales the vector so that its magnitude is 1.&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;//  This value is used to indicate direction rather than distance.&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;//  This function is not included in javascript so I had to implement it myself.&lt;/span&gt;
                &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;normalizedOffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;normalize&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;offset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt;

                &lt;span class=&quot;c1&quot;&gt;//  The normalized offset is divided by the distance between the boids.&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;//  A further boid requires less force to avoid&lt;/span&gt;
                &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;force&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;normalizedOffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;normalizedOffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;

                &lt;span class=&quot;c1&quot;&gt;//  The calculated force is added to the total separation force&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;separationForce&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;force&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;separationForce&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;force&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

        &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;separationForce&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;//  ...&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;div class=&quot;code-display&quot; id=&quot;separation-display&quot;&gt;
    &lt;canvas id=&quot;separation-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;p&gt;Separation Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;separation-display-strength&quot; /&gt;
    &lt;p&gt;Separation Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;separation-display-distance&quot; /&gt;
    
    &lt;button type=&quot;button&quot; id=&quot;separation-display-restart&quot;&gt;Restart Simulation&lt;/button&gt;
&lt;/div&gt;

&lt;p&gt;As you watch how the boids avoid one another, try playing with the avoidance strength and seperation distance values. Note that the seperation distance cannot be greater than the neighbor distance value.&lt;/p&gt;

&lt;h2 id=&quot;cohesion&quot;&gt;Cohesion&lt;/h2&gt;
&lt;p&gt;Next, we will implement cohesion, forcing boids toward the average position of all of its neighbors. Cohesion is essentially the opposite of separation. If boids are too close they will repel one another, if they are too far, they will atract one another. These two forces will work together to maintain a specified distance between boids.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;//  ...&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;calculateCohesion&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        
        &lt;span class=&quot;c1&quot;&gt;//  This is the average position of all neighbors&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;averagePosition&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
         
        &lt;span class=&quot;c1&quot;&gt;//  Tracks the number of boids within the cohesion distance&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;count&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                                    &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cohesionDistance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;averagePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;averagePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;count&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

        &lt;span class=&quot;nx&quot;&gt;averagePosition&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;count&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;displacement&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;averagePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;
                            &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;averagePosition&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;

        &lt;span class=&quot;c1&quot;&gt;//  This vector is the force we want to apply to our boid to keep it away from neighbors&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cohesionForce&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;displacement&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cohesionStrength&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; 
                             &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;displacement&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cohesionStrength&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;

        &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cohesionForce&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;code-display&quot; id=&quot;cohesion-display&quot;&gt;
    &lt;canvas id=&quot;cohesion-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;p&gt;Cohesion Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;cohesion-display-strength&quot; /&gt;
    &lt;p&gt;Cohesion Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;cohesion-display-distance&quot; /&gt;
    &lt;button type=&quot;button&quot; id=&quot;cohesion-display-restart&quot;&gt;Restart Simulation&lt;/button&gt;
&lt;/div&gt;

&lt;p&gt;Note how the boids stick near one another. However these boids now resemble clumps rather than a flock. By combining separation and cohesion, we can create much more realistic behavior.&lt;/p&gt;

&lt;div class=&quot;code-display&quot; id=&quot;cohesion-separation-display&quot;&gt;
    &lt;canvas id=&quot;cohesion-separation-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;p&gt;Separation Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;cohesion-separation-display-separationstrength&quot; /&gt;
    &lt;p&gt;Separation Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;cohesion-separation-display-separationdistance&quot; /&gt;
    &lt;p&gt;Cohesion Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;cohesion-separation-display-cohesionstrength&quot; /&gt;
    &lt;p&gt;Cohesion Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;cohesion-separation-display-cohesiondistance&quot; /&gt;
    &lt;button type=&quot;button&quot; id=&quot;cohesion-separation-display-restart&quot;&gt;Restart Simulation&lt;/button&gt;
&lt;/div&gt;

&lt;h2 id=&quot;heading&quot;&gt;Heading&lt;/h2&gt;
&lt;p&gt;Last but not least, we need to implement “heading”. This final rule forces boids in a similar direction that their neighbors are travelling.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;class&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Boid&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
 
    &lt;span class=&quot;c1&quot;&gt;//  ...&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;calculateAlignment&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;c1&quot;&gt;//  This is the average velocity of all neighbors&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;averageVelocity&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
         
        &lt;span class=&quot;c1&quot;&gt;//  Tracks the number of boids within the cohesion distance&lt;/span&gt;
        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;count&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; 
                                    &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;position&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

            &lt;span class=&quot;k&quot;&gt;if&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;distance&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;alignmentDistance&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;averageVelocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;averageVelocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;neighbors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;].&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;velocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;count&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

        &lt;span class=&quot;c1&quot;&gt;//  Average = sum/count&lt;/span&gt;
        &lt;span class=&quot;nx&quot;&gt;averageVelocity&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;count&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

        &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;alignmentForce&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;averageVelocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;alignmentStrength&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; 
                              &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;averageVelocity&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;alignmentStrength&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;

        &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;alignmentForce&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt; 

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;code-display&quot; id=&quot;final-display&quot;&gt;
    &lt;canvas id=&quot;final-display-canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
    &lt;p&gt;Separation Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;final-display-separationstrength&quot; /&gt;
    &lt;p&gt;Separation Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;final-display-separationdistance&quot; /&gt;
    &lt;p&gt;Cohesion Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;final-display-cohesionstrength&quot; /&gt;
    &lt;p&gt;Cohesion Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;final-display-cohesiondistance&quot; /&gt;
    &lt;p&gt;Alignment Strength&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;final-display-alignmentstrength&quot; /&gt;
    &lt;p&gt;Alignment Distance&lt;/p&gt;
    &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;final-display-alignmentdistance&quot; /&gt;
    &lt;button type=&quot;button&quot; id=&quot;final-display-restart&quot;&gt;Restart Simulation&lt;/button&gt;
&lt;/div&gt;

&lt;p&gt;When combined, these three simple rules have created complex &lt;a href=&quot;https://en.wikipedia.org/wiki/Emergence&quot;&gt;emergent behavior&lt;/a&gt;. I hope you’ve enjoyed reading about flocking and that you’ve learned something new! Please provide any feedback or suggestions in the comments.&lt;/p&gt;

&lt;script src=&quot;/assets/post_assets/flocking/flock.js&quot;&gt;
&lt;/script&gt;</content><author><name>Drew Cutchins</name></author><category term="code," /><category term="algorithms" /><summary type="html">Have you ever watched a school of fish, a flock of birds, or even a crowd of people and watched how they move?</summary></entry><entry><title type="html">Let’s Make Some Noise</title><link href="https://drewcutchins.com/blog/2018-8-5-lets-make-some-noise" rel="alternate" type="text/html" title="Let's Make Some Noise" /><published>2018-08-05T00:00:00+00:00</published><updated>2018-08-05T00:00:00+00:00</updated><id>https://drewcutchins.com/blog/lets-make-some-noise</id><content type="html" xml:base="https://drewcutchins.com/blog/2018-8-5-lets-make-some-noise">&lt;p&gt;Today I want to make some noise functions.&lt;/p&gt;

&lt;p&gt;These functions will all follow two rules:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;They will take a positional parameter and will return a value between 0 and 1.&lt;/li&gt;
  &lt;li&gt;The same parameter will always return the same output.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;First we need a way to visualize these functions. Noise functions are often visualized as greyscale images because they are a concise way of visualizing the relationship between the input, the coordinants of the pixel, and the output, the darkness of the pixel. I will be writing all code in javascript so that I can easily provide interactive examples, but the priciples can be carried over into the programming language of your choice. Our visualizer will be an html5 canvas, we will be using the function below to pass in an array of values between 0 and 1, and populate the pixels of the canvas with their respective values.&lt;/p&gt;
&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// Aquire the data of the canvas, so that we can assign to it in our UpdateCanvas function&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;document&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;getElementById&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;s1&quot;&gt;Canvas&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;context&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;getContext&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;s1&quot;&gt;2d&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;imageData&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;context&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;getImageData&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;data&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;imageData&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;data&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

&lt;span class=&quot;c1&quot;&gt;// pixels should be an array of arrays with a length of 3 (For the three color channels)&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;UpdateCanvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;pixels&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;index&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;4&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;channel&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;channel&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;4&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;channel&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;data&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;index&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;channel&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt;  &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;pixels&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;index&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;4&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;][&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;channel&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;];&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;context&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;putImageData&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;imageData&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;ValueToPixel&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// red, green, blue, alpha&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;255&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;255&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;255&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;255&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;];&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Lets test our Update Canvas Method by inputting an array of values set by a sider.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// The slider provides a value between 500 and 990&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;valueSlider&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;document&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;getElementById&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;s1&quot;&gt;ConstantValueSlider&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// An array of values between 0 and 1&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[]&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;// valueSlider will give a value between 0 and 100&lt;/span&gt;
            &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;valueSlider&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;mf&quot;&gt;100.0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// Converts the array to pixel values with red, green, blue, and alpha channels&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;valuesAsPixels&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;map&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&amp;gt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;ValueToPixel&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;

    &lt;span class=&quot;nx&quot;&gt;UpdateCanvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;valuesAsPixels&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;div class=&quot;code-display&quot; id=&quot;ConstantValueFillDisplay&quot;&gt;
    &lt;canvas id=&quot;ConstantValueFillDisplayCanvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
  &lt;p&gt;Value: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;0&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;ConstantValueFillValue&quot; style=&quot;width:100px;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;The easiest noise function to create will be a white noise function. White noise is a series of unrelated values within a defined variance. In other words, two different inputs, no matter how close they are, will produce randomly different outputs. Our defined variance will be 0 and 1.&lt;/p&gt;

&lt;p&gt;It might be tempting to create a function like the following to generate white noise:&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;WhiteNoise&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// Assign each indicie in the array a random value between 0.0 and 1.0&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;length&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
        &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;i&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;Random&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;();&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;While this code does indeed produce white noise, it breaks the second rule I defined at the beginning of the article. Watch below as we run the function repeatedly:&lt;/p&gt;
&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// The slider provides a value between 500 and 990&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;FrequencySlider&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;document&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;getElementById&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;s1&quot;&gt;DynamicStaticUpdateFrequency&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;whiteNoiseValues&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;WhiteNoise&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// Converts the array to pixel values with red, green, blue, and alpha channels&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;valuesAsPixels&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;whiteNoiseValues&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;map&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&amp;gt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;ValueToPixel&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;UpdateCanvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;valuesAsPixels&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    
    &lt;span class=&quot;c1&quot;&gt;// The display is refreshed every 1000 minus the value of the frequency slider milliseconds&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;setTimeout&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1000&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;FrequencySlider&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;div class=&quot;code-display&quot; id=&quot;WhiteNoiseLoopDisplay&quot;&gt;
    &lt;canvas id=&quot;WhiteNoiseLoopDisplayCanvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
  &lt;p&gt;Update Frequency: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;500&quot; max=&quot;990&quot; value=&quot;745&quot; class=&quot;slider&quot; id=&quot;DynamicStaticUpdateFrequency&quot; style=&quot;width:100px;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;Everytime we run this function, we get different results. This is because of &lt;a href=&quot;https://en.wikipedia.org/wiki/Pseudorandom_number_generator&quot;&gt;how random number generators work&lt;/a&gt;. Random number generation is far beyond the scope of this post, but it is important to note that random number generators have an internal state. The internal state is manipulated during each call to the random number generator and is then used in subsequent generations. For our purposes, we would like to create a random number function that is free of an internal state, and instead takes an x and a y value as its “state”. I adapted a simple hash function from &lt;a href=&quot;https://stackoverflow.com/a/37221804&quot;&gt;a stack overflow post&lt;/a&gt; to suit my needs. Note the use of a seed. Changing this seed will change the output of the function and will allow for different generations given the same coordinants.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;
&lt;span class=&quot;c1&quot;&gt;// This function will return a &quot;random&quot; number given two coords&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;h&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;374761393&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;668265263&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;c1&quot;&gt;// all constants are prime&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;h&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;h&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;^&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;h&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;13&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;))&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1274126177&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// The hash calculates a value between 0 and 2147483647 (The maximum value of a 32 bit integer).&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// This value is then divided by 2147483647 so that we can return a value between 0 and 1.&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;h&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;^&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;h&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;16&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;))&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;mf&quot;&gt;2147483647.0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Using this function we can revise our white noise to produce the following
&amp;lt;!–&lt;/p&gt;
&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;WhiteNoise2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;20&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;And by tweaking our original update loop to use our new function we produce the following&lt;/p&gt;
&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// The slider provides a value between 500 and 990&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;FrequencySlider&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;document&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;getElementById&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;s1&quot;&gt;StaticWhiteNoiseLoopDisplayCanvas&lt;/span&gt;&lt;span class=&quot;dl&quot;&gt;'&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(){&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;whiteNoiseValues&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;WhiteNoise2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;canvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// Converts the array to pixel values with red, green, blue, and alpha channels&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;valuesAsPixels&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;whiteNoiseValues&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;map&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&amp;gt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;ValueToPixel&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;UpdateCanvas&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;valuesAsPixels&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    
    &lt;span class=&quot;c1&quot;&gt;// The display is refreshed every 1000 minus the value of the frequency slider milliseconds&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;setTimeout&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;loop&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1000&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;FrequencySlider&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;–&amp;gt;&lt;/p&gt;
&lt;div class=&quot;code-display&quot; id=&quot;StaticWhiteNoiseLoopDisplay&quot;&gt;
    &lt;canvas id=&quot;StaticWhiteNoiseLoopDisplayCanvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
  &lt;p&gt;Update Frequency: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;500&quot; max=&quot;990&quot; value=&quot;745&quot; class=&quot;slider&quot; id=&quot;StaticStaticUpdateFrequency&quot; style=&quot;width:100px;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;Viola! Our first noise function.&lt;/p&gt;

&lt;p&gt;Now, before we move on to our next function, I would quickly like to show you how to scale our noise function, as this will come into play later as we built more complex functions.&lt;/p&gt;

&lt;p&gt;As of now, our noise function operates at a 1:1 scale between pixels and samples. However, we can change this so that we can “zoom” in on our noise function, giving us a closer look at the generated values. We only need to modify our code slightly to allow for the user to change the scale of the noise.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;WhiteNoise&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;20&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;// The x and the y values are divided by the scale, then floored.&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;// This is equivalent of integer division.&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;scaledX&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;scaledY&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;/&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;// Note the usage of randomFroomCoords over Math.random&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;scaledX&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;scaledY&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;!--
And then we can add a scale slider:

```js
// The slider provides a value between 1 and 1000
var ScaleSlider = document.getElementById('StaticWhiteNoiseScaleDisplay');
function loop(){
    whiteNoiseValues = WhiteNoise2(canvas.width, canvas.height, scaleSlider.value/50);

    // Converts the array to pixel values with red, green, blue, and alpha channels
    var valuesAsPixels = whiteNoiseValues.map(x =&gt; ValueToPixel(x));
    UpdateCanvas(valuesAsPixels);
    
    setTimeout(loop, 50);
}

```
--&gt;
&lt;div class=&quot;code-display&quot; id=&quot;StaticWhiteNoiseScaleDisplay&quot;&gt;
    &lt;canvas id=&quot;StaticWhiteNoiseScaleDisplayCanvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
  &lt;p&gt;Scale: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;1000&quot; value=&quot;500&quot; class=&quot;slider&quot; id=&quot;StaticWhiteNoiseScale&quot; style=&quot;width:100px;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;However, unless we are generating a texture for a static television, we don’t have much use for white noise.&lt;/p&gt;

&lt;p&gt;What is more useful is coherent noise. Coherent noise is defined as noise that will exhibit a small change given a small change in input, and will exhibit a random change given a big change in input. For example, if we provided our noise function with the value “3” it might return a value like “.3” and if we provided “3.1” it might return “.29”. In other words, it is safe to assume that if two input values are close, their corresponding output values will be close. This allows for us to make textures resembling things like clouds, fire, or what I find most interesting: heightmaps.&lt;/p&gt;

&lt;p&gt;Our first coherent noise function will be perlin noise.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/post_assets/lets_make_some_noise/perlin-noise-resized.jpg&quot; alt=&quot;A picture of perlin noise&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Perlin noise (as pictured above) consists of many sub-gradients. These sub-gradients are represented by a grid of vectors (as pictured below).&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/post_assets/lets_make_some_noise/vector-grid.png&quot; alt=&quot;A picture of a grid of vectors&quot; /&gt;&lt;/p&gt;

&lt;p&gt;In perlin noise, the field is divided into a grid. Each grid cell has a vector at each corner that defines a gradient. When a point is sampled, its respective grid cell is calculated. Next for each corner of the cell, the &lt;a href=&quot;https://en.wikipedia.org/wiki/Dot_product&quot;&gt;dot product&lt;/a&gt; of the vector from the corner to the point and the corner’s gradient vector is calculated. The average of these four values is the value of the point.&lt;/p&gt;

&lt;p&gt;First we need a way to determine gradient vectors for each subdivision of the field. Let’s create a table of 8 vectors, representing the 8 cardinal and intercardinal directions.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[[&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;],[&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;],[&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;],[&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;-&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;],[&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;-&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;],[&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;-&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;-&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;],[&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;-&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]]&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;Next, lets create a function to determine the cell of the sampled point. We will use a parameter, scale, to indicate the size of the cell.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;pointToCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;We also need a way to determine the four gradient vectors of the cell. For this we’ll need to generate a random number given an input coordinant. You might now ask “Isn’t that exactly what our white noise function did?” To which I would respond, “Yes.” So lets use our “randomFromCoords” function to generate vectors for our grid cell.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellToVectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;5&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// I use the four intercardinal directions to label the vectors.&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// The random values are multiplied by 8 to map them to the 8 entries of the vectors array.&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;NEvector&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;))&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;8&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;SEvector&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;))&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;8&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;SWvector&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;))&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;8&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;NWvector&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;floor&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;randomFromCoords&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellX&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellY&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;halfCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;))&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;*&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;8&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;];&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;NE&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NEvector&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;SE&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SEvector&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;SW&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SWvector&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;NW&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NWvector&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;For our next step, a dot product calculation, we need to first create a dot product funtion. The dot product of two vectors is the magnitude of each vector multiplied by the cosine of the angle between the vectors. When the two vectors are pointed in oposite directions, the dot product will be zero.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// each vector is assumed to have an x and a y property&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;vector1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vector2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// Another way to calculate the dot product. This is more performance friendly than cosine calculations.&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vector1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vector2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vector1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vector2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;And last but not least, we a function to determine a weighted average between values. This will be used when averaging between the four dot products. The method we are using is known as linear interpolation.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;c1&quot;&gt;// linear interpolation, &quot;lerp&quot; for short.&lt;/span&gt;
&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;value1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value1&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;Now we can create our perlin noise function!&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellCoord&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;pointToCell&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// Get the positions of the x and y coordinants relative to the cell&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellCoord&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellCoord&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellToVectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;cellCoord&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;cellCoord&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// The offset from each corner is calculated.&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// Then the dotproduct between the offset vector and the random vector is calculated.&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NEoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NEdotProduct&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;NEoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;NE&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SEoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SEdotProduct&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;SEoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;SE&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
    
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SWoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SWdotProduct&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;SWoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;SW&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NWoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;&lt;span class=&quot;na&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;na&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;1&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;};&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NWdotProduct&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;dotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;NWoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;vectors&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;NW&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Nlerp&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;NWdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NEdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Slerp&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;SWdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SEdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;finalValue&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;Slerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Nlerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;finalValue&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;And by plugging this function back in to our value generator,&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlinNoise&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;20&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;// The number x and y are divided by is the size of the cell&lt;/span&gt;
            &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;30&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;30&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;We create the following:&lt;/p&gt;

&lt;div class=&quot;code-display&quot; id=&quot;PerlinDisplay1&quot;&gt;
    &lt;canvas id=&quot;PerlinDisplay1Canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
&lt;/div&gt;

&lt;p&gt;Wait, that doesn’t look like the picture! There’s actually one last function we need to add to our perlin noise generation. As of now, the four corresponding dot products of a point are interpolated between &lt;em&gt;linearly&lt;/em&gt;, however, this does not create a smooth transition between squares. Instead we want to interpolate using a quartic function devised by Ken Perlin himself (shown below).&lt;/p&gt;

\[6t^5 - 15t^4 + 10t^3\]

&lt;p&gt;In code we write this as:&lt;/p&gt;
&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;nx&quot;&gt;fade&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;:&lt;/span&gt; &lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;t&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;6&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;-&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;15&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;10&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;So now if we change our calls to lerp to now apply the fade functions to the offsets,&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;c1&quot;&gt;// ...&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Nlerp&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;NWdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;NEdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;fade&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Slerp&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;SWdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;SEdotProduct&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;fade&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;Xoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;

    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;finalValue&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;k&quot;&gt;this&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;lerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;Slerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;Nlerp&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;fade&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;Yoffset&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;));&lt;/span&gt;

    &lt;span class=&quot;c1&quot;&gt;// ...&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;We produce the following:&lt;/p&gt;

&lt;div class=&quot;code-display&quot; id=&quot;PerlinDisplay2&quot;&gt;
    &lt;canvas id=&quot;PerlinDisplay2Canvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
&lt;/div&gt;
&lt;p&gt;We did it! Now, before we wrap up, let’s add a couple more features to our noise generator.&lt;/p&gt;

&lt;p&gt;First, let’s implement scaling functionality, like we did with our white noise. By changing the constant that our x and y values are divided by, we can change the scale of the perlin noise.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlinNoise&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;20&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;// The number x and y are divided by the scale parameter&lt;/span&gt;
            &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;code-display&quot; id=&quot;ScalePerlinNoiseDisplay&quot;&gt;
    &lt;canvas id=&quot;ScalePerlinNoiseDisplayCanvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
  &lt;p&gt;Scale: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;5&quot; max=&quot;60&quot; value=&quot;32&quot; class=&quot;slider&quot; id=&quot;ScalePerlinNoiseSlider&quot; style=&quot;width:100px;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;Now that we have a method of scaling our noise, we can layer multiple noise functions on top of each other to create something known as fractal noise (pictured below).&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/assets/post_assets/lets_make_some_noise/fractal.jpg&quot; alt=&quot;A picture of perlin noise&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Fractal noise is created by adding together multiple noise functions. Typically, each added noise will have a greater frequency and smaller amplitude. In other words, the first function will define the general layout of the output, but the later functions will dictate the details.&lt;/p&gt;

&lt;p&gt;Fractal noise is generated with two parameters, the number of octaves, and the persistence. The number of octaves is simply the number of noise functions used in creating the final output. The persistence is a value that dictates the rate at which the amplitude of successive noise iterations decreases.&lt;/p&gt;

\[A = p^n\]

&lt;p&gt;The amplitude is equal to the persistence, a number between 0 and 1, raised to the number of the current iteration. Frequency is often set to equal $2^n$.&lt;/p&gt;

&lt;p&gt;With these formulae in mind, we can construct our fractal noise function.&lt;/p&gt;

&lt;div class=&quot;language-js highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;&lt;span class=&quot;kd&quot;&gt;function&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;fractalNoise&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;octaves&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;persistence&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
    &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;[];&lt;/span&gt;
    &lt;span class=&quot;nx&quot;&gt;seed&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;20&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;height&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
        &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;{&lt;/span&gt;
            &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;c1&quot;&gt;// For each octave... &lt;/span&gt;
            &lt;span class=&quot;k&quot;&gt;for&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;mi&quot;&gt;0&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;&amp;lt;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;octaves&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;++&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;){&lt;/span&gt;
                &lt;span class=&quot;c1&quot;&gt;// A = p^n&lt;/span&gt;
                &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;amplitude&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;pow&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;persistence&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;
                
                &lt;span class=&quot;c1&quot;&gt;// F = 2^n&lt;/span&gt;
                &lt;span class=&quot;kd&quot;&gt;var&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;frequency&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nb&quot;&gt;Math&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;.&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;pow&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;mi&quot;&gt;2&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;n&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;);&lt;/span&gt;

                &lt;span class=&quot;c1&quot;&gt;// Add each noise value to the total value of that pixel&lt;/span&gt;
                &lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;perlin&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;((&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;frequency&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;,&lt;/span&gt; &lt;span class=&quot;p&quot;&gt;(&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt;&lt;span class=&quot;o&quot;&gt;/&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;scale&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;frequency&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;)&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;amplitude&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
            &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
            &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;[&lt;/span&gt;&lt;span class=&quot;nx&quot;&gt;x&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;+&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;y&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;*&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;width&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;]&lt;/span&gt; &lt;span class=&quot;o&quot;&gt;=&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;value&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
        &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
    &lt;span class=&quot;k&quot;&gt;return&lt;/span&gt; &lt;span class=&quot;nx&quot;&gt;values&lt;/span&gt;&lt;span class=&quot;p&quot;&gt;;&lt;/span&gt;
&lt;span class=&quot;p&quot;&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;code-display&quot; id=&quot;FractalPerlinNoiseDisplay&quot;&gt;
    &lt;canvas id=&quot;FractalPerlinNoiseDisplayCanvas&quot; width=&quot;400&quot; height=&quot;300&quot;&gt;
    &lt;/canvas&gt;
  &lt;p&gt;Scale: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;5&quot; max=&quot;100&quot; value=&quot;53&quot; class=&quot;slider&quot; id=&quot;FractalPerlinNoiseScaleSlider&quot; style=&quot;width:100px;&quot; /&gt;
  &lt;p&gt;Octaves: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;1&quot; max=&quot;5&quot; value=&quot;3&quot; class=&quot;slider&quot; id=&quot;FractalPerlinNoiseOctaveSlider&quot; style=&quot;width:100px;&quot; /&gt;
  &lt;p&gt;Persistence: &lt;/p&gt;
  &lt;input type=&quot;range&quot; min=&quot;0&quot; max=&quot;100&quot; value=&quot;50&quot; class=&quot;slider&quot; id=&quot;FractalPerlinNoisePersistenceSlider&quot; style=&quot;width:100px;&quot; /&gt;
&lt;/div&gt;

&lt;p&gt;Note that sampling a point in fractal noise takes $O(n)$ time where n is the number of octaves. Increasing the number of octaves will decrease the performance of the noise function.&lt;/p&gt;

&lt;p&gt;Thats all for today, I hope you had fun and maybe learned a thing or two about generating noise with code. If you have any comments, corrections, or suggestions for articles in the future please leave them in the comment section below.
&lt;script src=&quot;/assets/post_assets/lets_make_some_noise/noise.js&quot;&gt;
&lt;/script&gt;&lt;/p&gt;</content><author><name>Drew Cutchins</name></author><category term="code," /><category term="algorithms," /><category term="procedural" /><category term="generation" /><summary type="html">Today I want to make some noise functions.</summary></entry></feed>