scrawl-canvas
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<h1 id="force-factory">Force factory</h1>
<p>The Scrawl-canvas particle physics engine is a simple system designed to allow developers a way to add particle-based effects to their canvas animation scenes. The physics engine is built on top of the following components:</p>
<ul>
<li><a href="./particle.html">Particle objects</a>, which represent a 3-dimensional coordinate - based on a Scrawl-canvas <a href="./vector.html">Vector object</a> - and include a history of recent positions which we can use to determine how to display that particle on screen.</li>
<li><a href="./particleHistory.html">History arrays</a> which can be pooled (reused) to cut down on Array creation and distruction during the animation.</li>
<li><a href="./particleForce.html">Force objects</a> which define the general and occasional forces to be applied to each particle in the system as the animation progresses - a <strong>gravity</strong> force object is pre-defined by Scrawl-canvas.</li>
<li><a href="./particleSpring.html">Spring objects</a> used to define a constraint (connection) between two particles in a system.</li>
<li><a href="./particleWorld.html">World objects</a> where we can store attributes and values used by various objects; these attributes can be set up so that they will be inherited by clones of the World object. We can also influence the speed of the physics animation here.</li>
</ul>
<p>We do not have to handle particle generation and manipulation ourselves. Instead, Scrawl-canvas gives us three dedicated <strong>entitys</strong> which we use to add particle animation effects to the canvas scene. These entitys are:</p>
<ul>
<li><a href="./tracer.html">Tracer</a> - this entity generates a single non-recycled (in other words: long lasting) particle with a history, which we can use to display trace effects in the animation.</li>
<li><a href="./emitter.html">Emitter</a> - an entity which generates a stream of short-lived, recycled particles, each with its own history. Emitters are highly versatile entitys which can generate a wide range of effects.</li>
<li><a href="./net.html">Net</a> - a (generally) larger entity which uses both forces and springs to manage the animation of its non-recycled particles. Note that other artefacts can use Net particles as a reference for their own positioning.</li>
</ul>
<h4 id="particle-physics">Particle physics</h4>
<p>The Scrawl-canvas particle physics engine system is based on a fairly classical understanding of particle <em><strong>kinetics</strong></em> (applying forces and constraints to a small, spherical object in 3D space) and <em><strong>kinematics</strong></em> (the movement of the small object in response to the forces and constraints applied to it).</p>
<p>A Scrawl-canvas <strong>Force</strong> object is, essentially, a wrapper around an <code>action</code> function which calculates a force operating on a particle. The force object <strong>must</strong> have a unique name. Also …</p>
<p>The action function <strong>must</strong> accept three arguments, in the following order:</p>
<ul>
<li>a Particle object</li>
<li>a World object</li>
<li>a Cell object</li>
</ul>
<p>The function <strong>must add</strong> the result of its calculation to the Particle object’s <code>load</code> Vector.</p>
<p>… See the <strong>gravity force</strong>, below, for an example of how to construct a Force object.</p>
<p>The Force factory uses the Base mixin, thus Force objects can be cloned and killed like other Scrawl-canvas objects. Force objects are stored in the <code>scrawl.library.force</code> section of the Scrawl-canvas library object.</p>
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<h4 id="demos">Demos:</h4>
<ul>
<li><a href="../../demo/particles-001.html">particles-001</a> - Emitter entity, and Particle World, basic functionality</li>
<li><a href="../../demo/particles-007.html">particles-007</a> - Particle Force objects: generation and functionality</li>
<li><a href="../../demo/particles-008.html">particles-008</a> - Net entity: generation and basic functionality, including Spring objects</li>
<li><a href="../../demo/particles-009.html">particles-009</a> - Net particles: drag-and-drop functionality</li>
<li><a href="../../demo/particles-012.html">particles-012</a> - Use Net entity particles as reference coordinates for other artefacts</li>
</ul>
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<h4 id="imports">Imports</h4>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">import</span> { constructors } <span class="hljs-keyword">from</span> <span class="hljs-string">'../core/library.js'</span>;
<span class="hljs-keyword">import</span> { mergeOver, pushUnique, λ<span class="hljs-literal">null</span>, isa_fn, Ωempty } <span class="hljs-keyword">from</span> <span class="hljs-string">'../core/utilities.js'</span>;
<span class="hljs-keyword">import</span> { requestVector, releaseVector } <span class="hljs-keyword">from</span> <span class="hljs-string">'./vector.js'</span>;
<span class="hljs-keyword">import</span> baseMix <span class="hljs-keyword">from</span> <span class="hljs-string">'../mixin/base.js'</span>;</pre></div></div>
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<h4 id="force-constructor">Force constructor</h4>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">const</span> <span class="hljs-title class_">Force</span> = <span class="hljs-keyword">function</span> (<span class="hljs-params">items = Ωempty</span>) {
<span class="hljs-variable language_">this</span>.<span class="hljs-title function_">makeName</span>(items.<span class="hljs-property">name</span>);
<span class="hljs-variable language_">this</span>.<span class="hljs-title function_">register</span>();
<span class="hljs-variable language_">this</span>.<span class="hljs-title function_">set</span>(<span class="hljs-variable language_">this</span>.<span class="hljs-property">defs</span>);
<span class="hljs-variable language_">this</span>.<span class="hljs-title function_">set</span>(items);
<span class="hljs-keyword">if</span> (!<span class="hljs-variable language_">this</span>.<span class="hljs-property">action</span>) <span class="hljs-variable language_">this</span>.<span class="hljs-property">action</span> = λ<span class="hljs-literal">null</span>;
<span class="hljs-keyword">return</span> <span class="hljs-variable language_">this</span>;
};</pre></div></div>
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<h4 id="force-prototype">Force prototype</h4>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">let</span> P = <span class="hljs-title class_">Force</span>.<span class="hljs-property"><span class="hljs-keyword">prototype</span></span> = <span class="hljs-title class_">Object</span>.<span class="hljs-title function_">create</span>(<span class="hljs-title class_">Object</span>.<span class="hljs-property"><span class="hljs-keyword">prototype</span></span>);
P.<span class="hljs-property">type</span> = <span class="hljs-string">'Force'</span>;
P.<span class="hljs-property">lib</span> = <span class="hljs-string">'force'</span>;
P.<span class="hljs-property">isArtefact</span> = <span class="hljs-literal">false</span>;
P.<span class="hljs-property">isAsset</span> = <span class="hljs-literal">false</span>;</pre></div></div>
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<h4 id="mixins">Mixins</h4>
</div>
<div class="content"><div class='highlight'><pre>P = <span class="hljs-title function_">baseMix</span>(P);</pre></div></div>
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<h4 id="force-attributes">Force attributes</h4>
<ul>
<li>Attributes defined in the <a href="../mixin/base.html">base mixin</a>: <strong>name</strong>.</li>
</ul>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">let</span> defaultAttributes = {
<span class="hljs-attr">action</span>: <span class="hljs-literal">null</span>,
};
P.<span class="hljs-property">defs</span> = <span class="hljs-title function_">mergeOver</span>(P.<span class="hljs-property">defs</span>, defaultAttributes);</pre></div></div>
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<h4 id="packet-management">Packet management</h4>
</div>
<div class="content"><div class='highlight'><pre>P.<span class="hljs-property">packetFunctions</span> = <span class="hljs-title function_">pushUnique</span>(P.<span class="hljs-property">packetFunctions</span>, [<span class="hljs-string">'action'</span>]);</pre></div></div>
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<h4 id="clone-management">Clone management</h4>
<p>No additional clone functionality required</p>
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<h4 id="kill-management">Kill management</h4>
</div>
<div class="content"><div class='highlight'><pre>P.<span class="hljs-property">kill</span> = <span class="hljs-keyword">function</span> (<span class="hljs-params"></span>) {
<span class="hljs-variable language_">this</span>.<span class="hljs-title function_">deregister</span>();
<span class="hljs-keyword">return</span> <span class="hljs-literal">true</span>;
};</pre></div></div>
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<h4 id="get-set-deltaset">Get, Set, deltaSet</h4>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">let</span> S = P.<span class="hljs-property">setters</span>;
S.<span class="hljs-property">action</span> = <span class="hljs-keyword">function</span> (<span class="hljs-params">item</span>) {
<span class="hljs-keyword">if</span> (<span class="hljs-title function_">isa_fn</span>(item)) <span class="hljs-variable language_">this</span>.<span class="hljs-property">action</span> = item;
<span class="hljs-keyword">else</span> <span class="hljs-variable language_">this</span>.<span class="hljs-property">action</span> = λ<span class="hljs-literal">null</span>;
}</pre></div></div>
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<h4 id="factory">Factory</h4>
<pre><code><span class="hljs-keyword">let</span> myRepellorBall = scrawl.<span class="hljs-title function_">makeWheel</span>({
<span class="hljs-attr">name</span>: <span class="hljs-string">'big-ball'</span>,
<span class="hljs-attr">radius</span>: <span class="hljs-number">30</span>,
});
scrawl.<span class="hljs-title function_">makeForce</span>({
<span class="hljs-attr">name</span>: <span class="hljs-string">'example-repellor'</span>,
<span class="hljs-attr">action</span>: <span class="hljs-function">(<span class="hljs-params">particle, world, host</span>) =></span> {
<span class="hljs-keyword">let</span> {load, position} = particle;
<span class="hljs-keyword">let</span> ballPosition = myRepellorBall.<span class="hljs-title function_">get</span>(<span class="hljs-string">'position'</span>);
<span class="hljs-keyword">let</span> tempVector = scrawl.<span class="hljs-title function_">requestVector</span>(ballPosition).<span class="hljs-title function_">vectorSubtract</span>(position);
<span class="hljs-keyword">let</span> magnitude = tempVector.<span class="hljs-title function_">getMagnitude</span>();
<span class="hljs-keyword">if</span> (magnitude && magnitude < myRepellorBall.<span class="hljs-title function_">get</span>(<span class="hljs-string">'radius'</span>)) {
tempVector.<span class="hljs-title function_">scalarMultiply</span>(<span class="hljs-number">1</span> / (magnitude / <span class="hljs-number">1000</span>));
load.<span class="hljs-title function_">vectorSubtract</span>(tempVector)
}
scrawl.<span class="hljs-title function_">releaseVector</span>(tempVector);
},
});
</code></pre>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">const</span> makeForce = <span class="hljs-keyword">function</span> (<span class="hljs-params">items</span>) {
<span class="hljs-keyword">if</span> (!items) <span class="hljs-keyword">return</span> <span class="hljs-literal">false</span>;
<span class="hljs-keyword">return</span> <span class="hljs-keyword">new</span> <span class="hljs-title class_">Force</span>(items);
};
constructors.<span class="hljs-property">Force</span> = <span class="hljs-title class_">Force</span>;
<span class="hljs-title function_">makeForce</span>({
<span class="hljs-attr">name</span>: <span class="hljs-string">'gravity'</span>,
<span class="hljs-attr">action</span>: <span class="hljs-function">(<span class="hljs-params">particle, world, host</span>) =></span> {
<span class="hljs-keyword">let</span> {mass, load} = particle;
<span class="hljs-keyword">let</span> c = <span class="hljs-title function_">requestVector</span>();
c.<span class="hljs-title function_">setFromVector</span>(world.<span class="hljs-property">gravity</span>).<span class="hljs-title function_">scalarMultiply</span>(mass);
load.<span class="hljs-title function_">vectorAdd</span>(c);
<span class="hljs-title function_">releaseVector</span>(c);
},
});</pre></div></div>
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<h4 id="exports">Exports</h4>
</div>
<div class="content"><div class='highlight'><pre><span class="hljs-keyword">export</span> {
makeForce,
};</pre></div></div>
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