more refactoring: pointer, objects
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205b1cf899
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5
config.js
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5
config.js
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@ -0,0 +1,5 @@
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export const MASS_CREATION_RATE = 0.001;
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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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@ -31,7 +31,7 @@ export class Display {
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}
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}
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drawObject(idx) {
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drawObject(idx) {
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const obj = this.sim.objects[idx];
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const obj = this.sim.objects.object(idx);
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const ctx = this.ctx;
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const ctx = this.ctx;
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const {r, g, b} = obj.color;
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const {r, g, b} = obj.color;
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const {x, y} = obj.position;
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const {x, y} = obj.position;
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84
objects.js
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84
objects.js
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@ -0,0 +1,84 @@
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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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export class Objects {
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objects = [];
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creatingObject = undefined;
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selectedObject = undefined;
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constructor(sim) {
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this.sim = sim;
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}
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// Create an object with mass that grows as pointer is held down
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createObject(x, y) {
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const obj = new MassObject(x, y);
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const idx = this.objects.length;
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this.creatingObject = idx;
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this.objects.push(obj);
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}
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doneCreatingObject() {
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this.creatingObject = undefined;
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}
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object(i) {
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return this.objects[i];
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}
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selectObject(i) {
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this.selectedObject = i;
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}
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deselect() {
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this.selectedObject = undefined;
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}
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getSelectedOrCreating() {
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let i = this.creatingObject ?? this.selectedObject;
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if (i !== undefined) {
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return this.objects[i];
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}
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}
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get length() {
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return this.objects.length;
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}
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objectAtLocation(x, y) {
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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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// If distance to object is less than object's radius, we are touching the object
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const dist = Math.pow((obj.position.x - x)**2 + (obj.position.y - y)**2, 1/2);
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if (dist <= obj.radius) {
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return i;
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}
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}
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}
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computeFrame(elapsedTime) {
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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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const obj = this.objects[this.creatingObject];
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const rate = MASS_CREATION_RATE * obj.age;
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obj.mass += rate * elapsedTime;
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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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const obj = this.objects[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.mass.toPrecision(6)} kg, `,
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`${speed.toPrecision(2)} m/s, ${direction.toPrecision(2)}°`,
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];
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}
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}
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}
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}
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112
pointer.js
112
pointer.js
@ -1,2 +1,112 @@
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class Pointer {
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import { DISPLAY_CURSOR_INFO, POINTER_HISTORY_SIZE } from './config.js';
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export class Pointer {
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sim = undefined;
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pointerHistory = [];
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constructor(sim) {
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this.sim = sim;
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// Monitor mouse movements
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const el = window;
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el.addEventListener('mousemove', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Mouse move'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerMove(e.clientX, e.clientY);
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});
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// Monitor touch events
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el.addEventListener('touchmove', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Touch move'] = [`${e.touches[0].pageX}, `, `${e.touches[0].pageY}`];
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}
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this.handlePointerMove(e.touches[0].pageX, e.touches[0].pageY);
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});
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el.addEventListener('pointerdown', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Pointer down'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerDown(e.clientX, e.clientY);
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});
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el.addEventListener('pointerup', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Pointer up'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerUp(e.clientX, e.clientY);
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});
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el.addEventListener('click', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Click'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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});
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}
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getPointerVelocity() {
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// Average over pointer history
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if (this.pointerHistory.length < 2) {
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return {x: 0, y: 0};
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}
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const start = this.pointerHistory[0];
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const end = this.pointerHistory[this.pointerHistory.length - 1];
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const dt = (end.t - start.t) / 1000;
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return {
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x: (end.x - start.x) / dt,
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y: (end.y - start.y) / dt,
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};
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}
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clearPointerHistory() {
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this.pointerHistory = [];
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}
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updatePointer(x, y) {
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const t = document.timeline.currentTime;
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this.pointerHistory.push({x, y, t});
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if (this.pointerHistory.length > POINTER_HISTORY_SIZE) {
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this.pointerHistory.shift();
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}
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}
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handlePointerDown(x, y) {
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this.clearPointerHistory();
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this.updatePointer(x, y);
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// If pointer is touching an object, select the object
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const touchingObject = this.sim.objects.objectAtLocation(x, y);
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if (touchingObject !== undefined) {
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this.sim.objects.selectObject(touchingObject);
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} else {
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// Otherwise, create a new object
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this.sim.objects.createObject(x, y);
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}
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}
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handlePointerUp(x, y) {
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this.sim.objects.doneCreatingObject();
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this.sim.objects.deselect();
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}
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// Handle cursor (mouse or touch) movement
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handlePointerMove(x, y) {
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// TODO: If e.touches.length > 1, user may be engaging pinch to zoom
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// If the cursor moves while creating an object, or while an object is selected,
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// update the position and velocity of the object
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const obj = this.sim.objects.getSelectedOrCreating();
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if (obj !== undefined) {
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this.updatePointer(x, y);
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const {x: vx, y: vy} = this.getPointerVelocity();
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obj.position.x = x;
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obj.position.y = y;
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obj.velocity.x = vx;
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obj.velocity.y = vy;
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}
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}
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}
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}
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157
simulator.js
157
simulator.js
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import { MassObject } from './obj.js';
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import { Display } from './display.js';
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import { Display } from './display.js';
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import { Overlay } from './overlay.js';
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import { Overlay } from './overlay.js';
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import { Pointer } from './pointer.js';
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import { Objects } from './objects.js';
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export class Sim {
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export class Sim {
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info = {};
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info = {};
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objects = [];
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frame = 0;
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frame = 0;
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time = undefined;
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time = undefined;
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pointerHistory = [];
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display = undefined;
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display = undefined;
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overlay = undefined;
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overlay = undefined;
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pointer = undefined;
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POINTER_HISTORY_SIZE = 20;
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objects = undefined;
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MASS_CREATION_RATE = 0.001;
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DISPLAY_OBJECTS_INFO = false;
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DISPLAY_CURSOR_INFO = false;
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DISPLAY_VELOCITY_VECTORS = true;
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init(divId) {
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init(divId) {
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this.divId = divId;
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this.divId = divId;
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@ -25,158 +20,20 @@ export class Sim {
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this.display = new Display(this);
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this.display = new Display(this);
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this.overlay = new Overlay(this);
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this.overlay = new Overlay(this);
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this.pointer = new Pointer(this);
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// Monitor mouse movements
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this.objects = new Objects(this);
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const el = window;
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el.addEventListener('mousemove', e => {
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if (this.DISPLAY_CURSOR_INFO) {
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this.info['Mouse move'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerMove(e.clientX, e.clientY);
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});
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// Monitor touch events
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el.addEventListener('touchmove', e => {
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if (this.DISPLAY_CURSOR_INFO) {
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this.info['Touch move'] = [`${e.touches[0].pageX}, `, `${e.touches[0].pageY}`];
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}
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this.handlePointerMove(e.touches[0].pageX, e.touches[0].pageY);
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});
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el.addEventListener('pointerdown', e => {
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if (this.DISPLAY_CURSOR_INFO) {
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this.info['Pointer down'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerDown(e.clientX, e.clientY);
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});
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el.addEventListener('pointerup', e => {
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if (this.DISPLAY_CURSOR_INFO) {
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this.info['Pointer up'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerUp(e.clientX, e.clientY);
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});
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el.addEventListener('click', e => {
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if (this.DISPLAY_CURSOR_INFO) {
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this.info['Click'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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});
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// Initiate main loop
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// Initiate main loop
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this.time = document.timeline.currentTime;
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this.time = document.timeline.currentTime;
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requestAnimationFrame(t => this.loop(t));
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requestAnimationFrame(t => this.loop(t));
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}
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}
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clearPointerHistory() {
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this.pointerHistory = [];
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}
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updatePointer(x, y) {
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const t = document.timeline.currentTime;
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this.pointerHistory.push({x, y, t});
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if (this.pointerHistory.length > this.POINTER_HISTORY_SIZE) {
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this.pointerHistory.shift();
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}
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}
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getPointerVelocity() {
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// Average over pointer history
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if (this.pointerHistory.length < 2) {
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return {x: 0, y: 0};
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}
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const start = this.pointerHistory[0];
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const end = this.pointerHistory[this.pointerHistory.length - 1];
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const dt = (end.t - start.t) / 1000;
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return {
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x: (end.x - start.x) / dt,
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y: (end.y - start.y) / dt,
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};
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}
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handlePointerDown(x, y) {
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this.clearPointerHistory();
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this.updatePointer(x, y);
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// If pointer is touching an object, select the object
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let touchingObject = undefined;
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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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// If distance to object is less than object's radius, we are touching the object
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const dist = Math.pow((obj.position.x - x)**2 + (obj.position.y - y)**2, 1/2);
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if (dist <= obj.radius) {
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touchingObject = i;
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break;
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}
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}
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if (touchingObject !== undefined) {
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this.selectedObject = touchingObject;
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} else {
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// Otherwise, create a new object
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this.createObject(x, y);
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}
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}
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handlePointerUp(x, y) {
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this.creatingObject = undefined;
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this.selectedObject = undefined;
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}
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// Handle cursor (mouse or touch) movement
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handlePointerMove(x, y) {
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// TODO: If e.touches.length > 1, user may be engaging pinch to zoom
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// If the cursor moves while creating an object, or if an object is selected,
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// update the position and velocity of the object
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let selectedObject = this.creatingObject ?? this.selectedObject;
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if (selectedObject !== undefined) {
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const obj = this.objects[selectedObject];
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this.updatePointer(x, y);
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const {x: vx, y: vy} = this.getPointerVelocity();
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obj.position.x = x;
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obj.position.y = y;
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obj.velocity.x = vx;
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obj.velocity.y = vy;
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}
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}
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// Create an object with mass that grows as pointer is held down
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createObject(x, y) {
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const obj = new MassObject(x, y);
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const idx = this.objects.length;
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this.creatingObject = idx;
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this.objects.push(obj);
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}
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// Main loop
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// Main loop
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loop(currentTime) {
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loop(currentTime) {
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const elapsedTime = currentTime - this.time;
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const elapsedTime = currentTime - this.time;
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this.time = currentTime;
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this.time = currentTime;
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// If we're creating an object, increment its mass
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this.objects.computeFrame(elapsedTime);
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// with the mass creation rate accelerating over time
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if (this.creatingObject !== undefined) {
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const obj = this.objects[this.creatingObject];
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const rate = this.MASS_CREATION_RATE * obj.age;
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obj.mass += rate * elapsedTime;
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}
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// Display objects info
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if (this.DISPLAY_OBJECTS_INFO) {
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|
||||||
for (let i = 0; i < this.objects.length; i++) {
|
|
||||||
const obj = this.objects[i];
|
|
||||||
const speed = Math.pow(obj.velocity.x ** 2 + obj.velocity.y ** 2, 1/2);
|
|
||||||
// Invert y so that the angle is counterclockwise from x-axis
|
|
||||||
const direction = Math.atan2(-obj.velocity.y, obj.velocity.x) * 180 / Math.PI;
|
|
||||||
this.info[`Object ${i}`] = [
|
|
||||||
`${obj.position.x}, `,
|
|
||||||
`${obj.position.y}, `,
|
|
||||||
`${obj.mass.toPrecision(6)} kg, `,
|
|
||||||
`${speed.toPrecision(2)} m/s, ${direction.toPrecision(2)}°`,
|
|
||||||
];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
this.display.fillCanvas();
|
this.display.fillCanvas();
|
||||||
this.display.drawObjects();
|
this.display.drawObjects();
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user