gravity/simulator.js

85 lines
2.3 KiB
JavaScript

import { Display } from './display.js';
import { Overlay } from './overlay.js';
import { Pointer } from './pointer.js';
import { Objects } from './objects.js';
import { Toolbar } from './toolbar.js';
import { PlayPause } from './tools/play-pause.js';
import { SCALE_MAX, SCALE_MIN} from './config.js';
export class Sim {
info = {};
time = undefined;
nextZoom = undefined;
playing = true;
display = undefined;
overlay = undefined;
pointer = undefined;
objects = undefined;
init(divId) {
this.divId = divId;
const div = document.getElementById(this.divId);
this.div = div;
this.display = new Display(this);
this.overlay = new Overlay(this);
this.pointer = new Pointer(this);
this.objects = new Objects(this);
this.toolbar = new Toolbar(this);
// Set up toolbar
this.toolbar.addTool(new PlayPause(this.toolbar));
// Initiate main loop
this.time = document.timeline.currentTime;
requestAnimationFrame(t => this.loop(t));
}
scheduleZoom({x, y}, factor) {
this.nextZoom = {x, y, factor};
}
zoom({x, y, factor}) {
// x, y are the mouse coordinates, which should be the center of the new view frame
// the new view origin should be x, y minus half the new view width and height
// compute new scale
this.display.scale = this.display.scale * factor;
if (this.display.scale > SCALE_MAX) this.display.scale = SCALE_MAX;
if (this.display.scale < SCALE_MIN) this.display.scale = SCALE_MIN;
// compute coordinates of new view frame
this.display.viewOrigin.x = x - this.display.width / 2;
this.display.viewOrigin.y = y - this.display.height / 2;
}
// Transform display coordinates to simulator coordinates using scale and viewOrigin
screenToSim(x, y) {
return this.display.screenToSim(x, y);
}
play() {
this.playing = true;
}
pause() {
this.playing = false;
}
// Main loop
loop(currentTime) {
const elapsedTime = currentTime - this.time;
this.time = currentTime;
if (this.nextZoom) {
this.zoom(this.nextZoom);
this.nextZoom = undefined;
}
this.info['scale'] = this.display.scale;
this.objects.computeFrame(elapsedTime);
this.display.fillCanvas();
this.display.drawObjects();
this.overlay.updateDraggable();
this.overlay.renderInfo();
requestAnimationFrame(t => this.loop(t));
}
}