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621
arbor_src/physics/system.js
Normal file
621
arbor_src/physics/system.js
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//
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// system.js
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//
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// the main controller object for creating/modifying graphs
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//
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var ParticleSystem = function(repulsion, stiffness, friction, centerGravity, targetFps, dt, precision, integrator){
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// also callable with ({integrator:, stiffness:, repulsion:, friction:, timestep:, fps:, dt:, gravity:})
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var _changes=[]
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var _notification=null
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var _epoch = 0
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var _screenSize = null
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var _screenStep = .04
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var _screenPadding = [20,20,20,20]
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var _bounds = null
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var _boundsTarget = null
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if (typeof repulsion=='object'){
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var _p = repulsion
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friction = _p.friction
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repulsion = _p.repulsion
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targetFps = _p.fps
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dt = _p.dt
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stiffness = _p.stiffness
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centerGravity = _p.gravity
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precision = _p.precision
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integrator = _p.integrator
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}
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// param validation and defaults
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if (integrator!='verlet' && integrator!='euler') integrator='verlet'
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friction = isNaN(friction) ? .5 : friction
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repulsion = isNaN(repulsion) ? 1000 : repulsion
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targetFps = isNaN(targetFps) ? 55 : targetFps
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stiffness = isNaN(stiffness) ? 600 : stiffness
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dt = isNaN(dt) ? 0.02 : dt
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precision = isNaN(precision) ? .6 : precision
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centerGravity = (centerGravity===true)
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var _systemTimeout = (targetFps!==undefined) ? 1000/targetFps : 1000/50
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var _parameters = {integrator:integrator, repulsion:repulsion, stiffness:stiffness, friction:friction, dt:dt, gravity:centerGravity, precision:precision, timeout:_systemTimeout}
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var _energy
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var state = {
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renderer:null, // this is set by the library user
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tween:null, // gets filled in by the Kernel
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nodes:{}, // lookup based on node _id's from the worker
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edges:{}, // likewise
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adjacency:{}, // {name1:{name2:{}, name3:{}}}
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names:{}, // lookup table based on 'name' field in data objects
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kernel: null
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}
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var that={
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parameters:function(newParams){
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if (newParams!==undefined){
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if (!isNaN(newParams.precision)){
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newParams.precision = Math.max(0, Math.min(1, newParams.precision))
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}
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$.each(_parameters, function(p, v){
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if (newParams[p]!==undefined) _parameters[p] = newParams[p]
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})
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state.kernel.physicsModified(newParams)
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}
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return _parameters
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},
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fps:function(newFPS){
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if (newFPS===undefined) return state.kernel.fps()
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else that.parameters({timeout:1000/(newFPS||50)})
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},
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start:function(){
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state.kernel.start()
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},
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stop:function(){
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state.kernel.stop()
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},
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addNode:function(name, data){
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data = data || {}
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var priorNode = state.names[name]
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if (priorNode){
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priorNode.data = data
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return priorNode
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}else if (name!=undefined){
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// the data object has a few magic fields that are actually used
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// by the simulation:
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// 'mass' overrides the default of 1
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// 'fixed' overrides the default of false
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// 'x' & 'y' will set a starting position rather than
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// defaulting to random placement
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var x = (data.x!=undefined) ? data.x : null
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var y = (data.y!=undefined) ? data.y : null
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var fixed = (data.fixed) ? 1 : 0
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var node = new Node(data)
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node.name = name
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state.names[name] = node
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state.nodes[node._id] = node;
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_changes.push({t:"addNode", id:node._id, m:node.mass, x:x, y:y, f:fixed})
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that._notify();
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return node;
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}
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},
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// remove a node and its associated edges from the graph
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pruneNode:function(nodeOrName) {
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var node = that.getNode(nodeOrName)
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if (typeof(state.nodes[node._id]) !== 'undefined'){
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delete state.nodes[node._id]
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delete state.names[node.name]
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}
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$.each(state.edges, function(id, e){
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if (e.source._id === node._id || e.target._id === node._id){
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that.pruneEdge(e);
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}
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})
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_changes.push({t:"dropNode", id:node._id})
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that._notify();
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},
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getNode:function(nodeOrName){
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if (nodeOrName._id!==undefined){
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return nodeOrName
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}else if (typeof nodeOrName=='string' || typeof nodeOrName=='number'){
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return state.names[nodeOrName]
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}
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// otherwise let it return undefined
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},
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eachNode:function(callback){
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// callback should accept two arguments: Node, Point
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$.each(state.nodes, function(id, n){
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if (n._p.x==null || n._p.y==null) return
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var pt = (_screenSize!==null) ? that.toScreen(n._p) : n._p
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callback.call(that, n, pt);
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})
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},
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|
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addEdge:function(source, target, data){
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source = that.getNode(source) || that.addNode(source)
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target = that.getNode(target) || that.addNode(target)
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data = data || {}
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var edge = new Edge(source, target, data);
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var src = source._id
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var dst = target._id
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state.adjacency[src] = state.adjacency[src] || {}
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state.adjacency[src][dst] = state.adjacency[src][dst] || []
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var exists = (state.adjacency[src][dst].length > 0)
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if (exists){
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// probably shouldn't allow multiple edges in same direction
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// between same nodes? for now just overwriting the data...
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$.extend(state.adjacency[src][dst].data, edge.data)
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return
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}else{
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state.edges[edge._id] = edge
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state.adjacency[src][dst].push(edge)
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var len = (edge.length!==undefined) ? edge.length : 1
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_changes.push({t:"addSpring", id:edge._id, fm:src, to:dst, l:len})
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that._notify()
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}
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return edge;
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||||
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||||
},
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// remove an edge and its associated lookup entries
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pruneEdge:function(edge) {
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_changes.push({t:"dropSpring", id:edge._id})
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delete state.edges[edge._id]
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for (var x in state.adjacency){
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for (var y in state.adjacency[x]){
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var edges = state.adjacency[x][y];
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for (var j=edges.length - 1; j>=0; j--) {
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if (state.adjacency[x][y][j]._id === edge._id){
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state.adjacency[x][y].splice(j, 1);
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}
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||||
}
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}
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}
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that._notify();
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},
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// find the edges from node1 to node2
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getEdges:function(node1, node2) {
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node1 = that.getNode(node1)
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node2 = that.getNode(node2)
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if (!node1 || !node2) return []
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if (typeof(state.adjacency[node1._id]) !== 'undefined'
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&& typeof(state.adjacency[node1._id][node2._id]) !== 'undefined'){
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return state.adjacency[node1._id][node2._id];
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||||
}
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||||
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return [];
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},
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||||
getEdgesFrom:function(node) {
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node = that.getNode(node)
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if (!node) return []
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if (typeof(state.adjacency[node._id]) !== 'undefined'){
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var nodeEdges = []
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$.each(state.adjacency[node._id], function(id, subEdges){
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nodeEdges = nodeEdges.concat(subEdges)
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})
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return nodeEdges
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}
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return [];
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},
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getEdgesTo:function(node) {
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node = that.getNode(node)
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if (!node) return []
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var nodeEdges = []
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$.each(state.edges, function(edgeId, edge){
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if (edge.target == node) nodeEdges.push(edge)
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})
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return nodeEdges;
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},
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eachEdge:function(callback){
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// callback should accept two arguments: Edge, Point
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$.each(state.edges, function(id, e){
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var p1 = state.nodes[e.source._id]._p
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var p2 = state.nodes[e.target._id]._p
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||||
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if (p1.x==null || p2.x==null) return
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p1 = (_screenSize!==null) ? that.toScreen(p1) : p1
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p2 = (_screenSize!==null) ? that.toScreen(p2) : p2
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if (p1 && p2) callback.call(that, e, p1, p2);
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})
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},
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prune:function(callback){
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// callback should be of the form ƒ(node, {from:[],to:[]})
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var changes = {dropped:{nodes:[], edges:[]}}
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if (callback===undefined){
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$.each(state.nodes, function(id, node){
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changes.dropped.nodes.push(node)
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that.pruneNode(node)
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})
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}else{
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that.eachNode(function(node){
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var drop = callback.call(that, node, {from:that.getEdgesFrom(node), to:that.getEdgesTo(node)})
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if (drop){
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changes.dropped.nodes.push(node)
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that.pruneNode(node)
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}
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})
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}
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// trace('prune', changes.dropped)
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return changes
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},
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graft:function(branch){
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// branch is of the form: { nodes:{name1:{d}, name2:{d},...},
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// edges:{fromNm:{toNm1:{d}, toNm2:{d}}, ...} }
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var changes = {added:{nodes:[], edges:[]}}
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if (branch.nodes) $.each(branch.nodes, function(name, nodeData){
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var oldNode = that.getNode(name)
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// should probably merge any x/y/m data as well...
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// if (oldNode) $.extend(oldNode.data, nodeData)
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if (oldNode) oldNode.data = nodeData
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else changes.added.nodes.push( that.addNode(name, nodeData) )
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state.kernel.start()
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})
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if (branch.edges) $.each(branch.edges, function(src, dsts){
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var srcNode = that.getNode(src)
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if (!srcNode) changes.added.nodes.push( that.addNode(src, {}) )
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$.each(dsts, function(dst, edgeData){
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// should probably merge any x/y/m data as well...
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// if (srcNode) $.extend(srcNode.data, nodeData)
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||||
// i wonder if it should spawn any non-existant nodes that are part
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// of one of these edge requests...
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var dstNode = that.getNode(dst)
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if (!dstNode) changes.added.nodes.push( that.addNode(dst, {}) )
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||||
|
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var oldEdges = that.getEdges(src, dst)
|
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if (oldEdges.length>0){
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// trace("update",src,dst)
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oldEdges[0].data = edgeData
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||||
}else{
|
||||
// trace("new ->",src,dst)
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changes.added.edges.push( that.addEdge(src, dst, edgeData) )
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}
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||||
})
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||||
})
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|
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// trace('graft', changes.added)
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return changes
|
||||
},
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|
||||
merge:function(branch){
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var changes = {added:{nodes:[], edges:[]}, dropped:{nodes:[], edges:[]}}
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$.each(state.edges, function(id, edge){
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||||
// if ((branch.edges[edge.source.name]===undefined || branch.edges[edge.source.name][edge.target.name]===undefined) &&
|
||||
// (branch.edges[edge.target.name]===undefined || branch.edges[edge.target.name][edge.source.name]===undefined)){
|
||||
if ((branch.edges[edge.source.name]===undefined || branch.edges[edge.source.name][edge.target.name]===undefined)){
|
||||
that.pruneEdge(edge)
|
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changes.dropped.edges.push(edge)
|
||||
}
|
||||
})
|
||||
|
||||
var prune_changes = that.prune(function(node, edges){
|
||||
if (branch.nodes[node.name] === undefined){
|
||||
changes.dropped.nodes.push(node)
|
||||
return true
|
||||
}
|
||||
})
|
||||
var graft_changes = that.graft(branch)
|
||||
changes.added.nodes = changes.added.nodes.concat(graft_changes.added.nodes)
|
||||
changes.added.edges = changes.added.edges.concat(graft_changes.added.edges)
|
||||
changes.dropped.nodes = changes.dropped.nodes.concat(prune_changes.dropped.nodes)
|
||||
changes.dropped.edges = changes.dropped.edges.concat(prune_changes.dropped.edges)
|
||||
|
||||
// trace('changes', changes)
|
||||
return changes
|
||||
},
|
||||
|
||||
|
||||
tweenNode:function(nodeOrName, dur, to){
|
||||
var node = that.getNode(nodeOrName)
|
||||
if (node) state.tween.to(node, dur, to)
|
||||
},
|
||||
|
||||
tweenEdge:function(a,b,c,d){
|
||||
if (d===undefined){
|
||||
// called with (edge, dur, to)
|
||||
that._tweenEdge(a,b,c)
|
||||
}else{
|
||||
// called with (node1, node2, dur, to)
|
||||
var edges = that.getEdges(a,b)
|
||||
$.each(edges, function(i, edge){
|
||||
that._tweenEdge(edge, c, d)
|
||||
})
|
||||
}
|
||||
},
|
||||
|
||||
_tweenEdge:function(edge, dur, to){
|
||||
if (edge && edge._id!==undefined) state.tween.to(edge, dur, to)
|
||||
},
|
||||
|
||||
_updateGeometry:function(e){
|
||||
if (e != undefined){
|
||||
var stale = (e.epoch<_epoch)
|
||||
|
||||
_energy = e.energy
|
||||
var pts = e.geometry // an array of the form [id1,x1,y1, id2,x2,y2, ...]
|
||||
if (pts!==undefined){
|
||||
for (var i=0, j=pts.length/3; i<j; i++){
|
||||
var id = pts[3*i]
|
||||
|
||||
// canary silencer...
|
||||
if (stale && state.nodes[id]==undefined) continue
|
||||
|
||||
state.nodes[id]._p.x = pts[3*i + 1]
|
||||
state.nodes[id]._p.y = pts[3*i + 2]
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// convert to/from screen coordinates
|
||||
screen:function(opts){
|
||||
if (opts == undefined) return {size:(_screenSize)? objcopy(_screenSize) : undefined,
|
||||
padding:_screenPadding.concat(),
|
||||
step:_screenStep}
|
||||
if (opts.size!==undefined) that.screenSize(opts.size.width, opts.size.height)
|
||||
if (!isNaN(opts.step)) that.screenStep(opts.step)
|
||||
if (opts.padding!==undefined) that.screenPadding(opts.padding)
|
||||
},
|
||||
|
||||
screenSize:function(canvasWidth, canvasHeight){
|
||||
_screenSize = {width:canvasWidth,height:canvasHeight}
|
||||
that._updateBounds()
|
||||
},
|
||||
|
||||
screenPadding:function(t,r,b,l){
|
||||
if ($.isArray(t)) trbl = t
|
||||
else trbl = [t,r,b,l]
|
||||
|
||||
var top = trbl[0]
|
||||
var right = trbl[1]
|
||||
var bot = trbl[2]
|
||||
if (right===undefined) trbl = [top,top,top,top]
|
||||
else if (bot==undefined) trbl = [top,right,top,right]
|
||||
|
||||
_screenPadding = trbl
|
||||
},
|
||||
|
||||
screenStep:function(stepsize){
|
||||
_screenStep = stepsize
|
||||
},
|
||||
|
||||
toScreen:function(p) {
|
||||
if (!_bounds || !_screenSize) return
|
||||
// trace(p.x, p.y)
|
||||
|
||||
var _padding = _screenPadding || [0,0,0,0]
|
||||
var size = _bounds.bottomright.subtract(_bounds.topleft)
|
||||
var sx = _padding[3] + p.subtract(_bounds.topleft).divide(size.x).x * (_screenSize.width - (_padding[1] + _padding[3]))
|
||||
var sy = _padding[0] + p.subtract(_bounds.topleft).divide(size.y).y * (_screenSize.height - (_padding[0] + _padding[2]))
|
||||
|
||||
// return arbor.Point(Math.floor(sx), Math.floor(sy))
|
||||
return arbor.Point(sx, sy)
|
||||
},
|
||||
|
||||
fromScreen:function(s) {
|
||||
if (!_bounds || !_screenSize) return
|
||||
|
||||
var _padding = _screenPadding || [0,0,0,0]
|
||||
var size = _bounds.bottomright.subtract(_bounds.topleft)
|
||||
var px = (s.x-_padding[3]) / (_screenSize.width-(_padding[1]+_padding[3])) * size.x + _bounds.topleft.x
|
||||
var py = (s.y-_padding[0]) / (_screenSize.height-(_padding[0]+_padding[2])) * size.y + _bounds.topleft.y
|
||||
|
||||
return arbor.Point(px, py);
|
||||
},
|
||||
|
||||
_updateBounds:function(newBounds){
|
||||
// step the renderer's current bounding box closer to the true box containing all
|
||||
// the nodes. if _screenStep is set to 1 there will be no lag. if _screenStep is
|
||||
// set to 0 the bounding box will remain stationary after being initially set
|
||||
if (_screenSize===null) return
|
||||
|
||||
if (newBounds) _boundsTarget = newBounds
|
||||
else _boundsTarget = that.bounds()
|
||||
|
||||
// _boundsTarget = newBounds || that.bounds()
|
||||
// _boundsTarget.topleft = new Point(_boundsTarget.topleft.x,_boundsTarget.topleft.y)
|
||||
// _boundsTarget.bottomright = new Point(_boundsTarget.bottomright.x,_boundsTarget.bottomright.y)
|
||||
|
||||
var bottomright = new Point(_boundsTarget.bottomright.x, _boundsTarget.bottomright.y)
|
||||
var topleft = new Point(_boundsTarget.topleft.x, _boundsTarget.topleft.y)
|
||||
var dims = bottomright.subtract(topleft)
|
||||
var center = topleft.add(dims.divide(2))
|
||||
|
||||
|
||||
var MINSIZE = 4 // perfect-fit scaling
|
||||
// MINSIZE = Math.max(Math.max(MINSIZE,dims.y), dims.x) // proportional scaling
|
||||
|
||||
var size = new Point(Math.max(dims.x,MINSIZE), Math.max(dims.y,MINSIZE))
|
||||
_boundsTarget.topleft = center.subtract(size.divide(2))
|
||||
_boundsTarget.bottomright = center.add(size.divide(2))
|
||||
|
||||
if (!_bounds){
|
||||
if ($.isEmptyObject(state.nodes)) return false
|
||||
_bounds = _boundsTarget
|
||||
return true
|
||||
}
|
||||
|
||||
// var stepSize = (Math.max(dims.x,dims.y)<MINSIZE) ? .2 : _screenStep
|
||||
var stepSize = _screenStep
|
||||
_newBounds = {
|
||||
bottomright: _bounds.bottomright.add( _boundsTarget.bottomright.subtract(_bounds.bottomright).multiply(stepSize) ),
|
||||
topleft: _bounds.topleft.add( _boundsTarget.topleft.subtract(_bounds.topleft).multiply(stepSize) )
|
||||
}
|
||||
|
||||
// return true if we're still approaching the target, false if we're ‘close enough’
|
||||
var diff = new Point(_bounds.topleft.subtract(_newBounds.topleft).magnitude(), _bounds.bottomright.subtract(_newBounds.bottomright).magnitude())
|
||||
if (diff.x*_screenSize.width>1 || diff.y*_screenSize.height>1){
|
||||
_bounds = _newBounds
|
||||
return true
|
||||
}else{
|
||||
return false
|
||||
}
|
||||
},
|
||||
|
||||
energy:function(){
|
||||
return _energy
|
||||
},
|
||||
|
||||
bounds:function(){
|
||||
// TL -1
|
||||
// -1 1
|
||||
// 1 BR
|
||||
var bottomright = null
|
||||
var topleft = null
|
||||
|
||||
// find the true x/y range of the nodes
|
||||
$.each(state.nodes, function(id, node){
|
||||
if (!bottomright){
|
||||
bottomright = new Point(node._p)
|
||||
topleft = new Point(node._p)
|
||||
return
|
||||
}
|
||||
|
||||
var point = node._p
|
||||
if (point.x===null || point.y===null) return
|
||||
if (point.x > bottomright.x) bottomright.x = point.x;
|
||||
if (point.y > bottomright.y) bottomright.y = point.y;
|
||||
if (point.x < topleft.x) topleft.x = point.x;
|
||||
if (point.y < topleft.y) topleft.y = point.y;
|
||||
})
|
||||
|
||||
|
||||
// return the true range then let to/fromScreen handle the padding
|
||||
if (bottomright && topleft){
|
||||
return {bottomright: bottomright, topleft: topleft}
|
||||
}else{
|
||||
return {topleft: new Point(-1,-1), bottomright: new Point(1,1)};
|
||||
}
|
||||
},
|
||||
|
||||
// Find the nearest node to a particular position
|
||||
nearest:function(pos){
|
||||
if (_screenSize!==null) pos = that.fromScreen(pos)
|
||||
// if screen size has been specified, presume pos is in screen pixel
|
||||
// units and convert it back to the particle system coordinates
|
||||
|
||||
var min = {node: null, point: null, distance: null};
|
||||
var t = that;
|
||||
|
||||
$.each(state.nodes, function(id, node){
|
||||
var pt = node._p
|
||||
if (pt.x===null || pt.y===null) return
|
||||
var distance = pt.subtract(pos).magnitude();
|
||||
if (min.distance === null || distance < min.distance){
|
||||
min = {node: node, point: pt, distance: distance};
|
||||
if (_screenSize!==null) min.screenPoint = that.toScreen(pt)
|
||||
}
|
||||
})
|
||||
|
||||
if (min.node){
|
||||
if (_screenSize!==null) min.distance = that.toScreen(min.node.p).subtract(that.toScreen(pos)).magnitude()
|
||||
return min
|
||||
}else{
|
||||
return null
|
||||
}
|
||||
},
|
||||
|
||||
_notify:function() {
|
||||
// pass on graph changes to the physics object in the worker thread
|
||||
// (using a short timeout to batch changes)
|
||||
if (_notification===null) _epoch++
|
||||
else clearTimeout(_notification)
|
||||
|
||||
_notification = setTimeout(that._synchronize,20)
|
||||
// that._synchronize()
|
||||
},
|
||||
_synchronize:function(){
|
||||
if (_changes.length>0){
|
||||
state.kernel.graphChanged(_changes)
|
||||
_changes = []
|
||||
_notification = null
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
state.kernel = Kernel(that)
|
||||
state.tween = state.kernel.tween || null
|
||||
|
||||
// some magic attrs to make the Node objects phone-home their physics-relevant changes
|
||||
Node.prototype.__defineGetter__("p", function() {
|
||||
var self = this
|
||||
var roboPoint = {}
|
||||
roboPoint.__defineGetter__('x', function(){ return self._p.x; })
|
||||
roboPoint.__defineSetter__('x', function(newX){ state.kernel.particleModified(self._id, {x:newX}) })
|
||||
roboPoint.__defineGetter__('y', function(){ return self._p.y; })
|
||||
roboPoint.__defineSetter__('y', function(newY){ state.kernel.particleModified(self._id, {y:newY}) })
|
||||
roboPoint.__proto__ = Point.prototype
|
||||
return roboPoint
|
||||
})
|
||||
Node.prototype.__defineSetter__("p", function(newP) {
|
||||
this._p.x = newP.x
|
||||
this._p.y = newP.y
|
||||
state.kernel.particleModified(this._id, {x:newP.x, y:newP.y})
|
||||
})
|
||||
|
||||
Node.prototype.__defineGetter__("mass", function() { return this._mass; });
|
||||
Node.prototype.__defineSetter__("mass", function(newM) {
|
||||
this._mass = newM
|
||||
state.kernel.particleModified(this._id, {m:newM})
|
||||
})
|
||||
|
||||
Node.prototype.__defineSetter__("tempMass", function(newM) {
|
||||
state.kernel.particleModified(this._id, {_m:newM})
|
||||
})
|
||||
|
||||
Node.prototype.__defineGetter__("fixed", function() { return this._fixed; });
|
||||
Node.prototype.__defineSetter__("fixed", function(isFixed) {
|
||||
this._fixed = isFixed
|
||||
state.kernel.particleModified(this._id, {f:isFixed?1:0})
|
||||
})
|
||||
|
||||
return that
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue