offscreen object arrows
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757e85bbcf
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@ -3,3 +3,10 @@ export const DISPLAY_OBJECTS_INFO = false;
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export const DISPLAY_CURSOR_INFO = false;
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export const DISPLAY_VELOCITY_VECTORS = true;
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export const POINTER_HISTORY_SIZE = 20;
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export const VELOCITY_VECTOR_SCALE = 0.2;
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export const VELOCITY_VECTOR_COLOR = 'rgb(150, 150, 150)'; // optionally set to 'object color'
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export const VELOCITY_VECTOR_WIDTH = 1.5;
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export const ARROWHEAD_LENGTH = 10;
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export const ARROWHEAD_WIDTH = 7;
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export const MOTION_TIME_SCALE = 0.001;
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export const OFFSCREEN_OBJECT_ARROW_SCALE = 5;
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89
display.js
89
display.js
@ -1,8 +1,15 @@
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import {
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VELOCITY_VECTOR_SCALE,
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VELOCITY_VECTOR_COLOR,
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VELOCITY_VECTOR_WIDTH,
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ARROWHEAD_LENGTH,
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ARROWHEAD_WIDTH,
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OFFSCREEN_OBJECT_ARROW_SCALE,
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} from './config.js';
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export class Display {
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sim = undefined;
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VELOCITY_VECTOR_SCALE = 0.2;
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constructor(sim) {
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this.sim = sim;
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// Create canvas that fills the window
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@ -37,6 +44,57 @@ export class Display {
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const {x, y} = obj.position;
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const {x: vx, y: vy} = obj.velocity;
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const radius = obj.radius;
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const {height: H, width: W} = this.canvas;
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// If the object is outside the display area, draw an arrow at the edge of the display
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if (x - radius >= W || x + radius <= 0 ||
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y - radius >= H || y + radius <= 0) {
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// Find where a line from center of display to object intersects display edge
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const cx = W / 2;
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const cy = H / 2;
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let px, py;
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if (y <= cy) {
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// Line intersects y = 0:
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const y0px = cx + cy / (cy - y) * (x - cx);
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if (y0px >= 0 && y0px <= W) {
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px = y0px;
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py = 0;
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}
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} else {
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// Line intersects y = H
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const yHpx = cx + cy / (y - cy) * (x - cx);
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if (yHpx >= 0 && yHpx <= W) {
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px = yHpx;
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py = H;
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}
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}
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if (px === undefined) {
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if (x <= 0) {
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// Line intersects x = 0:
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px = 0;
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py = cy + cx / (cx - x) * (y - cy);
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} else {
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// Line intersects x = W:
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px = W;
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py = cy + cx / (x - cx) * (y - cy);
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}
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}
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const arrowDirection = Math.atan2(py - cy, px - cx);
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this.drawArrowHead(px, py, arrowDirection, `rgb(${r}, ${g}, ${b})`);
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// Length of arrow based on distance (logarithmic scale)
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const distance = Math.sqrt((x - px)**2, (y - py)**2);
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const arrowLength = Math.log(distance) * OFFSCREEN_OBJECT_ARROW_SCALE;
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const ax = px - arrowLength * Math.cos(arrowDirection);
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const ay = py - arrowLength * Math.sin(arrowDirection);
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ctx.strokeStyle = `rgb(${r}, ${g}, ${b})`;
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ctx.beginPath();
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ctx.moveTo(ax, ay);
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ctx.lineTo(px, py);
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ctx.stroke();
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return;
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}
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// Draw filled circle for the object
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ctx.fillStyle = `rgb(${r}, ${g}, ${b})`;
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@ -45,13 +103,15 @@ export class Display {
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ctx.fill();
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// Draw line for the velocity
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// TODO: Arrow
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ctx.strokeStyle = ctx.fillStyle;
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ctx.lineWidth = 2.0;
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const endVx = x + VELOCITY_VECTOR_SCALE * vx;
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const endVy = y + VELOCITY_VECTOR_SCALE * vy;
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ctx.strokeStyle = VELOCITY_VECTOR_COLOR === 'object color' ? ctx.fillStyle : VELOCITY_VECTOR_COLOR;
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ctx.lineWidth = VELOCITY_VECTOR_WIDTH;
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.lineTo(x + this.VELOCITY_VECTOR_SCALE * vx, y + this.VELOCITY_VECTOR_SCALE * vy);
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ctx.lineTo(endVx, endVy);
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ctx.stroke();
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this.drawArrowHead(endVx, endVy, Math.atan2(vy, vx), ctx.strokeStyle);
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// TODO: Draw line for acceleration
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}
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@ -61,4 +121,21 @@ export class Display {
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this.drawObject(i);
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}
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}
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drawArrowHead(x, y, direction, fillStyle) {
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const ctx = this.ctx;
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if (fillStyle) {
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ctx.fillStyle = fillStyle;
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}
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// To make this simple, draw the arrowhead and then rotate and translate it as needed.
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ctx.beginPath();
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ctx.moveTo(x, y);
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ctx.translate(x, y);
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ctx.rotate(direction);
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ctx.lineTo(-ARROWHEAD_LENGTH, -ARROWHEAD_WIDTH / 2);
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ctx.lineTo(-ARROWHEAD_LENGTH, ARROWHEAD_WIDTH / 2);
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ctx.closePath();
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ctx.fill();
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ctx.resetTransform();
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}
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}
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13
objects.js
13
objects.js
@ -1,5 +1,9 @@
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import { MassObject } from './object.js';
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import { MASS_CREATION_RATE, DISPLAY_OBJECTS_INFO } from './config.js';
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import {
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MASS_CREATION_RATE,
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DISPLAY_OBJECTS_INFO,
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MOTION_TIME_SCALE,
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} from './config.js';
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export class Objects {
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objects = [];
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@ -65,6 +69,13 @@ export class Objects {
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obj.mass += rate * elapsedTime;
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}
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// Update positions. Simple Euler method for now.
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for (let i = 0; i < this.objects.length; i++) {
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const obj = this.objects[i];
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obj.position.x += obj.velocity.x * MOTION_TIME_SCALE;
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obj.position.y += obj.velocity.y * MOTION_TIME_SCALE;
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}
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// Display objects info
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if (DISPLAY_OBJECTS_INFO) {
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for (let i = 0; i < this.objects.length; i++) {
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