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September 1, 2023 17:43
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Basic representation of a neural network layer in web canvas
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let nodes=[]; | |
function setup() { | |
createCanvas(600, 400); | |
const numNodes = 3; | |
for(let i=0;i<numNodes;i++) | |
nodes.push(new Node()); | |
} | |
function draw() { | |
nodes.forEach((node,idx) => { | |
node.draw(); | |
console.log("Node "+(idx+1)+":"); | |
node.distBetweenNode(nodes.slice(idx)); | |
}); | |
} | |
class Node{ | |
constructor(){ | |
this.pos = createVector(random(300),random(200)); | |
this.size = 40; | |
} | |
draw(){ | |
fill('rgb(0,144,240)'); | |
noStroke(); | |
circle(this.pos.x,this.pos.y,this.size); | |
} | |
distBetweenNode(nodes){ | |
let distance; | |
nodes.forEach(node => { | |
distance = dist(this.pos.x,this.pos.y,node.pos.x,node.pos.y); | |
if(distance!=0 && distance>this.size){ | |
stroke(255, 102, 0); | |
curve(this.pos.x,this.pos.y,this.pos.x,this.pos.y,node.pos.x,node.pos.y,node.pos.x,node.pos.y); | |
} | |
}); | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
let nodes=[]; | |
function setup() { | |
createCanvas(600, 400); | |
noStroke(); | |
const numNodes = 3; | |
for(let i=0;i<numNodes;i++) | |
nodes.push(new Node()); | |
} | |
function draw() { | |
nodes.forEach((node,idx) => { | |
node.draw(); | |
console.log("Node "+(idx+1)+":"); | |
node.distBetweenNode(nodes.slice(idx)); | |
}); | |
} | |
class Node{ | |
constructor(){ | |
this.pos = createVector(random(300),random(200)); | |
this.size = 40; | |
} | |
draw(){ | |
fill('rgb(0,144,240)'); | |
noStroke(); | |
circle(this.pos.x,this.pos.y,this.size); | |
} | |
distBetweenNode(nodes){ | |
let distance; | |
nodes.forEach(node => { | |
distance = dist(this.pos.x,this.pos.y,node.pos.x,node.pos.y); | |
if(distance!=0 && distance>this.size){ | |
stroke(255, 102, 0); | |
//curve(this.pos.x,this.pos.y,this.pos.x,this.pos.y,node.pos.x,node.pos.y,node.pos.x,node.pos.y); | |
noFill(); | |
beginShape(); | |
vertex(this.pos.x, this.pos.y); | |
bezierVertex(this.pos.x+distance/2, this.pos.y+distance/2, this.pos.x+distance/2, this.pos.y+distance/2, node.pos.x, node.pos.y); | |
endShape(); | |
} | |
}); | |
} | |
} |
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