optimizes drawnTemp a bit more
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9479b214fa
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@ -12,7 +12,7 @@ function BallRenderer(thecanvas){
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this.size = this.width * this.height;
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this.size = this.width * this.height;
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this.pointLayer = new Uint8ClampedArray(this.size * 4);
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this.pointLayer = new Uint8ClampedArray(this.size * 4);
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this.radius = 30;
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this.radius = 30;
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this.drawnTemp = [];
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this.drawnTemp = {};
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this.prof = 0;
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this.prof = 0;
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this.gradient = {};
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this.gradient = {};
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}
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}
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@ -51,19 +51,18 @@ BallRenderer.prototype = {
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return Math.sqrt( xs + ys );
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return Math.sqrt( xs + ys );
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}
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}
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// Assumes xi is on the left and xf is on the right
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// Assumes xi is on the left and xf is on the right
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var xPointer = xi;
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if(typeof this.drawnTemp[yi] === "undefined"){
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if(typeof this.drawnTemp[yi] === "undefined"){
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while (xPointer <= xf){
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while (xi <= xf){
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var alpha = this.map_range(lineDistance(xPointer, yi), 0, this.radius, 30, 0);
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var alpha = this.map_range(lineDistance(xi, yi), 0, this.radius, 30, 0);
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this.addPoint(xPointer, yi, alpha);
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this.addPoint(xi, yi, alpha);
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xPointer ++;
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xi ++;
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}
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}
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this.drawnTemp[yi]=true;
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this.drawnTemp[yi]=true;
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}
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}
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},
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},
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contour: function(granularity){
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contour: function(granularity){
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var step = 255/granularity;
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var step = 255/granularity;
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var i = 0, a = new Uint8ClampedArray(granularity+1), c=0;
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var i = 1, a = new Uint8ClampedArray(granularity+1), c=0;
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while (i<255){
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while (i<255){
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a[c] = i;
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a[c] = i;
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i += step;
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i += step;
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