zoom to fit now also pans to avg momentum
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28909a0c82
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5c6e685764
@ -35,6 +35,7 @@ export const ARROWHEAD_WIDTH = 5;
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export const OFFSCREEN_OBJECT_LINE_SCALE = 7;
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export const OFFSCREEN_OBJECT_LINE_WIDTH = 2;
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export const OFFSCREEN_OBJECT_ARROWHEAD_LENGTH = 15;
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export const ZOOM_TO_FIT_PADDING = 50;
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export const ZOOM_IN_FACTOR = 1;
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export const ZOOM_OUT_FACTOR = -1;
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export const SCALE_POWER_MAX = 8;
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80
objects.js
80
objects.js
@ -4,6 +4,7 @@ import {
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DISPLAY_OBJECTS_INFO,
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MOTION_TIME_SCALE,
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GRAVITATIONAL_CONSTANT,
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ZOOM_TO_FIT_PADDING,
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} from './config.js';
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export class Objects {
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@ -94,6 +95,10 @@ export class Objects {
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if (obj.position.y > box.end.y) box.end.y = obj.position.y;
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}
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});
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box.start.x -= ZOOM_TO_FIT_PADDING;
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box.start.y -= ZOOM_TO_FIT_PADDING;
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box.end.x += ZOOM_TO_FIT_PADDING;
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box.end.y += ZOOM_TO_FIT_PADDING;
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return box;
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}
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@ -175,7 +180,6 @@ export class Objects {
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}
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computeFrame(elapsedTime) {
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elapsedTime = elapsedTime * MOTION_TIME_SCALE;
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// If we're creating an object, increment its mass
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// with the mass creation rate accelerating over time
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if (this.creatingObject !== undefined) {
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@ -199,39 +203,41 @@ export class Objects {
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});
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// Collisions
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this.forEachObject((A, i) => {
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this.forEachObject((B, j) => {
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const dx = (B.position.x - A.position.x);
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const dy = (B.position.y - A.position.y);
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const dSquared = dx ** 2 + dy ** 2;
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const d = Math.sqrt(dSquared);
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if (d < A.radius + B.radius) {
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// Merge B into A:
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// Set position = center of mass
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// Set velocity = total momentum / total mass
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// Combine forces
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// Add masses
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// Average color?
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// If B was selected or being created, select A instead
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// Remove B using splice
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A.position.x = (A.position.x * A.mass + B.position.x * B.mass) / (A.mass + B.mass);
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A.position.y = (A.position.y * A.mass + B.position.y * B.mass) / (A.mass + B.mass);
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A.velocity.x = (A.velocity.x * A.mass + B.velocity.x * B.mass) / (A.mass + B.mass);
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A.velocity.y = (A.velocity.y * A.mass + B.velocity.y * B.mass) / (A.mass + B.mass);
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A.forces.push(...B.forces);
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A.mass += B.mass;
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A.color = {
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r: (A.color.r + B.color.r) / 2,
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g: (A.color.g + B.color.g) / 2,
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b: (A.color.b + B.color.b) / 2,
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};
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if (this.creatingObject === j) this.creatingObject = i;
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if (this.selectedObject === j) this.selectedObject = i;
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B.alive = false;
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B.forces = [];
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}
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}, true, i + 1);
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});
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if (this.sim.getOption('collision.merge')) {
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this.forEachObject((A, i) => {
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this.forEachObject((B, j) => {
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const dx = (B.position.x - A.position.x);
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const dy = (B.position.y - A.position.y);
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const dSquared = dx ** 2 + dy ** 2;
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const d = Math.sqrt(dSquared);
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if (d < A.radius + B.radius) {
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// Merge B into A:
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// Set position = center of mass
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// Set velocity = total momentum / total mass
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// Combine forces
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// Add masses
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// Average color?
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// If B was selected or being created, select A instead
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// Remove B using splice
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A.position.x = (A.position.x * A.mass + B.position.x * B.mass) / (A.mass + B.mass);
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A.position.y = (A.position.y * A.mass + B.position.y * B.mass) / (A.mass + B.mass);
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A.velocity.x = (A.velocity.x * A.mass + B.velocity.x * B.mass) / (A.mass + B.mass);
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A.velocity.y = (A.velocity.y * A.mass + B.velocity.y * B.mass) / (A.mass + B.mass);
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A.forces.push(...B.forces);
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A.mass += B.mass;
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A.color = {
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r: (A.color.r + B.color.r) / 2,
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g: (A.color.g + B.color.g) / 2,
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b: (A.color.b + B.color.b) / 2,
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};
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if (this.creatingObject === j) this.creatingObject = i;
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if (this.selectedObject === j) this.selectedObject = i;
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B.alive = false;
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B.forces = [];
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}
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}, true, i + 1);
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});
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}
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// Recompute forces
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this.computeForces();
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@ -255,13 +261,13 @@ export class Objects {
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// Display objects info
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if (DISPLAY_OBJECTS_INFO) {
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this.forEachObject(obj => {
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this.forEachObject((obj, i) => {
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const speed = Math.pow(obj.velocity.x ** 2 + obj.velocity.y ** 2, 1/2);
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// Invert y so that the angle is counterclockwise from x-axis
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const direction = Math.atan2(-obj.velocity.y, obj.velocity.x) * 180 / Math.PI;
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this.sim.info[`Object ${i}`] = [
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`${obj.position.x}, `,
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`${obj.position.y}, `,
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`${obj.position.x.toPrecision(6)}, `,
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`${obj.position.y.toPrecision(6)}, `,
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`${obj.mass.toPrecision(6)} kg, `,
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`${speed.toPrecision(2)} m/s, ${direction.toPrecision(2)}°`,
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];
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@ -10,6 +10,7 @@ export class Overlay {
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this.sim.div.appendChild(infoBox);
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this.infoBox = infoBox;
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infoBox.style.position = 'relative';
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infoBox.style.display = 'inline-block';
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infoBox.style.top = 0;
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infoBox.style.left = 0;
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infoBox.width = 'fit-content';
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19
pointer.js
19
pointer.js
@ -6,7 +6,6 @@ import {
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DRAGGABLE_ELEMENT_CLASSNAME,
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MODE_MASS_GENERATION,
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MODE_PAN_VIEW,
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PAN_VELOCITY_SCALE_FACTOR,
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} from './config.js';
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function dispatchEvent(target, eventType, data) {
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@ -127,15 +126,13 @@ export class Pointer {
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handlePointerDown({x: clientX, y: clientY}) {
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this.updatePointer({x: clientX, y: clientY});
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if (this.sim.isCurrentMode(MODE_MASS_GENERATION)) {
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this.panning = undefined;
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const {x, y} = this.sim.screenToSim(clientX, clientY)
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this.sim.objects.handlePointerDown({x, y});
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} else if (this.sim.isCurrentMode(MODE_PAN_VIEW)) {
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this.panning = {
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gathering: true,
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viewOriginStart: this.sim.display.viewOrigin,
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pointerStart: {x: clientX, y: clientY},
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pointerCurrent: {x: clientX, y: clientY},
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velocity: {x: 0, y: 0},
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};
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}
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@ -170,8 +167,9 @@ export class Pointer {
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} else if (this.sim.isCurrentMode(MODE_PAN_VIEW)) {
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if (this.panning?.gathering) {
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this.updatePointer({ x: clientX, y: clientY });
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this.panning.pointerCurrent = {x: clientX, y: clientY};
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this.panning.velocity = this.getPointerVelocity();
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const velocity = this.getPointerVelocity();
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this.panning.velocity.x = velocity.x;
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this.panning.velocity.y = velocity.y;
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}
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}
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}
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@ -185,15 +183,12 @@ export class Pointer {
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// Apply update to viewOrigin based on panning
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if (this.panning) {
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const {pointerStart, pointerCurrent, viewOriginStart, velocity} = this.sim.pointer.panning;
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const {velocity} = this.panning;
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// Convert pointer velocity to sim internal scale
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const vx = velocity.x / this.sim.display.scale;
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const vy = velocity.y / this.sim.display.scale;
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this.panning.viewOriginStart = this.sim.display.viewOrigin;
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this.panning.pointerStart = pointerCurrent;
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// const speed = Math.sqrt(velocity.x ** 2 + velocity.y ** 2);
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this.sim.display.viewOrigin.x -= vx * elapsedTime * PAN_VELOCITY_SCALE_FACTOR;
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this.sim.display.viewOrigin.y -= vy * elapsedTime * PAN_VELOCITY_SCALE_FACTOR;
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this.sim.display.viewOrigin.x -= vx * elapsedTime;
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this.sim.display.viewOrigin.y -= vy * elapsedTime;
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}
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}
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}
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27
simulator.js
27
simulator.js
@ -12,6 +12,9 @@ import {
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SCALE_POWER_MIN,
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DISPLAY_CURRENT_SCALE,
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DISPLAY_CURRENT_MODE,
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PAN_VELOCITY_SCALE_FACTOR,
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MOTION_TIME_SCALE,
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MODE_PAN_VIEW,
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} from './config.js';
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export class Sim {
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@ -53,12 +56,14 @@ export class Sim {
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// It's better not to change the scale in the middle of possible frame calculations,
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// so use this to schedule it and let the event loop pick it up.
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scheduleZoom({x, y}, factor) {
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this.nextZoom = {x, y, factor};
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// velocity should be in Sim coordinate scale
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scheduleZoom({x, y}, factor, velocity) {
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this.nextZoom = {x, y, factor, velocity};
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}
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// x, y should be in Sim coordinates
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zoom({x, y, factor}) {
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// velocity should be in Sim coordinate scale
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zoom({x, y, factor, velocity}) {
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// x, y are the mouse coordinates, which should be the center of the new view frame
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// the new view origin should be x, y minus half the new view width and height
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// compute new scale
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@ -71,8 +76,18 @@ export class Sim {
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this.display.viewOrigin.y = y - this.display.height / 2;
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this.pointer.clearPointerHistory();
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if (this.pointer.panning) {
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this.pointer.panning = undefined;
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if (this.playing && velocity) {
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// Switch to pan mode
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this.setCurrentMode(MODE_PAN_VIEW);
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this.pointer.panning = {
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// Convert to screen scale since that's what we normally use for panning
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velocity: {
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x: -velocity.x * this.display.scale,
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y: -velocity.y * this.display.scale,
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}
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};
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}
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}
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@ -91,7 +106,7 @@ export class Sim {
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// Main loop
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loop(currentTime) {
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const elapsedTime = currentTime - this.time;
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const elapsedTime = (currentTime - this.time) * MOTION_TIME_SCALE;
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this.time = currentTime;
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if (DISPLAY_CURRENT_MODE) {
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@ -40,14 +40,15 @@ export class ModeSwitch extends Tool {
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button.innerHTML = `<h3>${modeTitle}</h3>`;
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button.classList.add('wide');
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button.addEventListener('click', (e) => this.setMode(modeID));
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button.addEventListener('click', (e) => this.setCurrentMode(modeID));
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}
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// First listed mode is the default
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const [[currentModeID, _]] = this.modes;
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this.setMode(currentModeID);
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this.setCurrentMode(currentModeID);
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// Add global method to get current mode / check mode
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// Add global method to set/get current mode
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this.sim.setCurrentMode = (modeID) => this.setCurrentMode(modeID);
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this.sim.getCurrentMode = () => this.currentMode;
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this.sim.isCurrentMode = (modeID) => modeID === this.currentMode;
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this.sim.onModeLeave = (modeID, cb) => this.onModeLeave(modeID, cb);
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@ -60,7 +61,7 @@ export class ModeSwitch extends Tool {
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}
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}
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setMode(modeID) {
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setCurrentMode(modeID) {
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if (modeID === this.currentMode) return;
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const leave = new CustomEvent(EVENT_MODE_LEAVE, {detail: {modeID: this.currentMode}});
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const enter = new CustomEvent(EVENT_MODE_LEAVE, {detail: {modeID}});
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@ -21,6 +21,7 @@ export class PlayPause extends Tool {
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pauseButton.addEventListener('click', (e) => {
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e.stopPropagation();
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this.sim.pointer.panning = undefined;
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if (this.playing) {
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this.playing = false;
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pauseButton.style.opacity = '50%';
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36
tool/zoom.js
36
tool/zoom.js
@ -43,28 +43,30 @@ export class Zoom extends Tool {
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const box = this.sim.objects.boundingBox;
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const x = (box.start.x + box.end.x) / 2;
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const y = (box.start.y + box.end.y) / 2;
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if (box.start.x !== box.end.x && box.start.y !== box.end.y) {
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const widthRatio = Math.abs(box.start.x - box.end.x) / this.sim.display.width;
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const heightRatio = Math.abs(box.start.y - box.end.y) / this.sim.display.height;
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const biggerRatio = Math.max(widthRatio, heightRatio);
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const base2factor = Math.log(1/biggerRatio) / Math.log(2);
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const factor = Math.floor(base2factor) - 1;
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this.sim.scheduleZoom({x, y}, factor);
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}
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// Determine average velocity and set panning velocity to match
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const totalVelocity = {x: 0, y: 0};
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const widthRatio = Math.abs(box.start.x - box.end.x) / this.sim.display.width;
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const heightRatio = Math.abs(box.start.y - box.end.y) / this.sim.display.height;
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const biggerRatio = Math.max(widthRatio, heightRatio);
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const base2factor = Math.log(1/biggerRatio) / Math.log(2) - 0.5;
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const factor = Math.floor(base2factor);
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// Determine average momentum and set panning velocity to match
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const netMomentum = {x: 0, y: 0};
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let totalMass = 0;
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let count = 0;
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this.sim.objects.forEachObject(obj => {
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count++;
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totalVelocity.x += obj.velocity.x;
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totalVelocity.y += obj.velocity.y;
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netMomentum.x += obj.mass * obj.velocity.x;
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netMomentum.y += obj.mass * obj.velocity.y;
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totalMass += obj.mass;
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});
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const vx = totalVelocity.x / count;
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const vy = totalVelocity.y / count;
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console.log('zoom, pan', vx, vy);
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this.sim.pointer.panning = {
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velocity: {x: vx, y: vy},
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if (!count) {
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return;
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}
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const netVelocity = {
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x: netMomentum.x / totalMass,
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y: netMomentum.y / totalMass,
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};
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const netSpeed = Math.sqrt(netVelocity.x ** 2 + netVelocity.y ** 2);
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this.sim.scheduleZoom({x, y}, factor, netVelocity)
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});
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}
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}
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