scroll to zoom
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2024c55888
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d96aefd3f2
@ -1,12 +1,14 @@
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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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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 VELOCITY_VECTOR_ARROWHEAD = true;
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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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export const OFFSCREEN_OBJECT_LINE_SCALE = 5;
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export const OFFSCREEN_OBJECT_LINE_WIDTH = 1.5;
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export const OFFSCREEN_OBJECT_ARROWHEAD_LENGTH = 15;
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135
display.js
135
display.js
@ -2,13 +2,18 @@ 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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VELOCITY_VECTOR_ARROWHEAD,
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ARROWHEAD_LENGTH,
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ARROWHEAD_WIDTH,
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OFFSCREEN_OBJECT_ARROW_SCALE,
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OFFSCREEN_OBJECT_LINE_SCALE,
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OFFSCREEN_OBJECT_LINE_WIDTH,
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OFFSCREEN_OBJECT_ARROWHEAD_LENGTH,
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} from './config.js';
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export class Display {
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sim = undefined;
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scale = 1;
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viewOrigin = {x: 0, y: 0};
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constructor(sim) {
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this.sim = sim;
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@ -16,7 +21,6 @@ export class Display {
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// If the window resizes, also resize the canvas
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const canvas = document.createElement('canvas')
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this.canvas = canvas;
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this.ctx = canvas.getContext("2d");
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this.sim.div.appendChild(canvas);
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canvas.style.position = 'absolute';
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canvas.style.top = 0;
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@ -25,6 +29,29 @@ export class Display {
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window.addEventListener('resize', () => this.fullscreen());
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}
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get ctx() {
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const ctx = this.canvas.getContext("2d");
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ctx.resetTransform();
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ctx.scale(this.scale, this.scale);
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ctx.translate(-this.viewOrigin.x, -this.viewOrigin.y);
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return ctx;
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}
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get width() {
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return this.canvas.width / this.scale;
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}
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get height() {
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return this.canvas.height / this.scale;
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}
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screenToSim(x, y) {
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return {
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x: x / this.scale + this.viewOrigin.x,
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y: y / this.scale + this.viewOrigin.y,
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};
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}
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fullscreen() {
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this.canvas.width = document.documentElement.clientWidth;
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this.canvas.height = document.documentElement.clientHeight;
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@ -34,7 +61,7 @@ export class Display {
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fillCanvas() {
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const ctx = this.ctx;
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ctx.fillStyle = '#000';
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ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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ctx.fillRect(this.viewOrigin.x, this.viewOrigin.y, this.width, this.height);
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}
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drawObject(idx) {
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@ -44,54 +71,54 @@ 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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const {height: H, width: W} = this;
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const ox = this.viewOrigin.x;
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const oy = this.viewOrigin.y;
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const cx = ox + W / 2;
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const cy = oy + H / 2;
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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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if (Math.abs(x - cx) - radius >= W / 2 ||
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Math.abs(y - cy) - radius >= H / 2) {
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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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const y0px = cx + (H / 2) / (cy - y) * (x - cx);
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if (Math.abs(y0px - cx) <= W / 2) {
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px = y0px;
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py = 0;
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py = this.viewOrigin.y;
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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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const yHpx = cx + (H / 2) / (y - cy) * (x - cx);
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if (Math.abs(yHpx - cx) <= W / 2) {
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px = yHpx;
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py = H;
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py = this.viewOrigin.y + 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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if (x <= cx) {
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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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px = this.viewOrigin.x;
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py = cy + (W / 2) / (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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px = this.viewOrigin.x + W;
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py = cy + (W / 2) / (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}, ${b})`;
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ctx.beginPath();
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ctx.moveTo(ax, ay);
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ctx.lineTo(px, py);
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ctx.stroke();
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const arrowLength = Math.log(distance) * OFFSCREEN_OBJECT_LINE_SCALE / this.scale;
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const startAx = px - arrowLength * Math.cos(arrowDirection);
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const startAy = py - arrowLength * Math.sin(arrowDirection);
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this.drawArrow(startAx, startAy, px, py, {
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style: `rgb(${r}, ${g}, ${b})`,
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width: OFFSCREEN_OBJECT_LINE_WIDTH,
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arrowheadLength: OFFSCREEN_OBJECT_ARROWHEAD_LENGTH
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});
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return;
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}
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@ -102,18 +129,17 @@ export class Display {
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ctx.arc(x, y, radius, 0, 2*Math.PI);
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ctx.fill();
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// Draw line for the velocity
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// Draw arrow for the velocity
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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(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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const style = VELOCITY_VECTOR_COLOR === 'object color' ? ctx.fillStyle : VELOCITY_VECTOR_COLOR;
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this.drawArrow(x, y, endVx, endVy, {
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style,
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width: VELOCITY_VECTOR_WIDTH,
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arrowhead: VELOCITY_VECTOR_ARROWHEAD
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});
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// TODO: Draw line for acceleration
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// TODO: Draw arrow for acceleration
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}
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drawObjects() {
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@ -122,18 +148,41 @@ export class Display {
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}
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}
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drawArrowHead(x, y, direction, fillStyle) {
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drawArrow(startX, startY, endX, endY, {style, width, arrowhead, arrowheadLength}) {
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arrowhead = arrowhead ?? true;
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arrowheadLength = arrowheadLength ?? ARROWHEAD_LENGTH;
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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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ctx.strokeStyle = style;
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// Keep arrows at normal scale
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ctx.lineWidth = width / this.scale;
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const scaledArrowheadLength = arrowheadLength / this.scale;
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const arrowDirection = Math.atan2(endY - startY, endX - startX);
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const endAx = arrowhead ? endX - (scaledArrowheadLength - 1) * Math.cos(arrowDirection) : endX;
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const endAy = arrowhead ? endY - (scaledArrowheadLength - 1) * Math.sin(arrowDirection) : endY;
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ctx.beginPath();
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ctx.moveTo(startX, startY);
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ctx.lineTo(endAx, endAy);
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ctx.stroke();
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if (arrowhead) {
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this.drawArrowHead(endX, endY, arrowDirection, {style, length: arrowheadLength});
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}
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}
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drawArrowHead(x, y, direction, {style, length}) {
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const arrowheadLength = length ?? ARROWHEAD_LENGTH;
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const arrowheadWidth = arrowheadLength / ARROWHEAD_LENGTH * ARROWHEAD_WIDTH;
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const ctx = this.ctx;
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ctx.fillStyle = style;
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// To make this simple, draw the arrowhead and then rotate and translate it as needed.
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// Keep arrows at normal scale
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const scaledArrowheadLength = arrowheadLength / this.scale;
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const scaledArrowheadWidth = arrowheadWidth / this.scale;
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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.lineTo(-scaledArrowheadLength, -scaledArrowheadWidth / 2);
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ctx.lineTo(-scaledArrowheadLength, scaledArrowheadWidth / 2);
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ctx.closePath();
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ctx.fill();
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ctx.resetTransform();
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@ -1,4 +1,5 @@
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export class MassObject {
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index = undefined;
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mass = 0;
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density = 1;
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position = {x: undefined, y: undefined};
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@ -6,7 +7,8 @@ export class MassObject {
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color = {r: undefined, g: undefined, b: undefined};
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created = undefined;
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constructor(x, y) {
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constructor(x, y, index) {
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this.index = index;
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this.position.x = x;
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this.position.y = y;
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this.color.r = Math.random() * 256;
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@ -16,8 +16,8 @@ export class Objects {
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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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const obj = new MassObject(x, y, idx);
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this.creatingObject = idx;
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this.objects.push(obj);
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}
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45
pointer.js
45
pointer.js
@ -1,4 +1,4 @@
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import { DISPLAY_CURSOR_INFO, POINTER_HISTORY_SIZE } from './config.js';
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import { POINTER_HISTORY_SIZE } from './config.js';
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export class Pointer {
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sim = undefined;
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@ -11,38 +11,31 @@ export class Pointer {
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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}, `, `${e.clientY}`];
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}
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this.handlePointerMove(e.clientX, e.clientY);
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this.handlePointerMove(this.sim.screenToSim(e.clientX, e.clientY));
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});
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// Monitor touch events
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el.addEventListener('touchmove', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Touch move'] = [`${e.touches[0].pageX}, `, `${e.touches[0].pageY}`];
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}
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this.handlePointerMove(e.touches[0].pageX, e.touches[0].pageY);
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const {pageX, pageY} = e.touches[0];
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this.handlePointerMove(this.sim.screenToSim(pageX, pageY));
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});
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el.addEventListener('pointerdown', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Pointer down'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerDown(e.clientX, e.clientY);
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this.handlePointerDown(this.sim.screenToSim(e.clientX, e.clientY));
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});
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el.addEventListener('pointerup', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Pointer up'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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this.handlePointerUp(e.clientX, e.clientY);
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this.handlePointerUp(this.sim.screenToSim(e.clientX, e.clientY));
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});
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el.addEventListener('click', e => {
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if (DISPLAY_CURSOR_INFO) {
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this.sim.info['Click'] = [`${e.clientX}, `, `${e.clientY}`];
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}
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});
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// Monitor wheel events
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el.addEventListener('wheel', e => {
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// Wheel scroll down => positive deltaY => ZOOM IN
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const factor = e.deltaY > 0 ? 2 : 0.5;
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this.sim.scheduleZoom(this.sim.screenToSim(e.clientX, e.clientY), factor);
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});
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}
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@ -65,7 +58,7 @@ export class Pointer {
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this.pointerHistory = [];
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}
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updatePointer(x, y) {
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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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@ -73,9 +66,9 @@ export class Pointer {
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}
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}
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handlePointerDown(x, y) {
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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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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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@ -88,20 +81,20 @@ export class Pointer {
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}
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}
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handlePointerUp(x, y) {
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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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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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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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28
simulator.js
28
simulator.js
@ -7,6 +7,7 @@ export class Sim {
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info = {};
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frame = 0;
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time = undefined;
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nextZoom = undefined;
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display = undefined;
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overlay = undefined;
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@ -28,14 +29,37 @@ export class Sim {
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requestAnimationFrame(t => this.loop(t));
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}
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scheduleZoom({x, y}, factor) {
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this.nextZoom = {x, y, factor};
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}
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zoom({x, y, factor}) {
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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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this.display.scale = this.display.scale * factor;
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// compute coordinates of new view frame
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this.display.viewOrigin.x = x - this.display.width / 2;
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this.display.viewOrigin.y = y - this.display.height / 2;
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}
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screenToSim(x, y) {
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return this.display.screenToSim(x, y);
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}
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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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this.time = currentTime;
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if (this.nextZoom) {
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this.zoom(this.nextZoom);
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this.nextZoom = undefined;
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}
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this.display.fillCanvas();
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this.objects.computeFrame(elapsedTime);
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this.display.fillCanvas();
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this.info['scale'] = this.display.scale;
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this.display.drawObjects();
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this.overlay.renderInfo();
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