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scrawl-canvas

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// # Force factory // 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: // + [Particle objects](./particle.html), which represent a 3-dimensional coordinate - based on a Scrawl-canvas [Vector object](./vector.html) - and include a history of recent positions which we can use to determine how to display that particle on screen. // + [History arrays](./particleHistory.html) which can be pooled (reused) to cut down on Array creation and distruction during the animation. // + [Force objects](./particleForce.html) which define the general and occasional forces to be applied to each particle in the system as the animation progresses - a __gravity__ force object is pre-defined by Scrawl-canvas. // + [Spring objects](./particleSpring.html) used to define a constraint (connection) between two particles in a system. // + [World objects](./particleWorld.html) 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. // // We do not have to handle particle generation and manipulation ourselves. Instead, Scrawl-canvas gives us three dedicated __entitys__ which we use to add particle animation effects to the canvas scene. These entitys are: // + [Tracer](./tracer.html) - 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. // + [Emitter](./emitter.html) - 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. // + [Net](./net.html) - 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. // // #### Particle physics // The Scrawl-canvas particle physics engine system is based on a fairly classical understanding of particle ___kinetics___ (applying forces and constraints to a small, spherical object in 3D space) and ___kinematics___ (the movement of the small object in response to the forces and constraints applied to it). // // A Scrawl-canvas __Force__ object is, essentially, a wrapper around an `action` function which calculates a force operating on a particle. The force object __must__ have a unique name. Also ... // // The action function __must__ accept three arguments, in the following order: // + a Particle object // + a World object // + a Cell object // // The function __must add__ the result of its calculation to the Particle object's `load` Vector. // // ... See the __gravity force__, below, for an example of how to construct a Force object. // // 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 `scrawl.library.force` section of the Scrawl-canvas library object. // #### Demos: // + [particles-001](../../demo/particles-001.html) - Emitter entity, and Particle World, basic functionality // + [particles-007](../../demo/particles-007.html) - Particle Force objects: generation and functionality // + [particles-008](../../demo/particles-008.html) - Net entity: generation and basic functionality, including Spring objects // + [particles-009](../../demo/particles-009.html) - Net particles: drag-and-drop functionality // + [particles-012](../../demo/particles-012.html) - Use Net entity particles as reference coordinates for other artefacts // #### Imports import { constructors } from '../core/library.js'; import { mergeOver, pushUnique, λnull, isa_fn, Ωempty } from '../core/utilities.js'; import { requestVector, releaseVector } from './vector.js'; import baseMix from '../mixin/base.js'; // #### Force constructor const Force = function (items = Ωempty) { this.makeName(items.name); this.register(); this.set(this.defs); this.set(items); if (!this.action) this.action = λnull; return this; }; // #### Force prototype let P = Force.prototype = Object.create(Object.prototype); P.type = 'Force'; P.lib = 'force'; P.isArtefact = false; P.isAsset = false; // #### Mixins P = baseMix(P); // #### Force attributes // + Attributes defined in the [base mixin](../mixin/base.html): __name__. let defaultAttributes = { action: null, }; P.defs = mergeOver(P.defs, defaultAttributes); // #### Packet management P.packetFunctions = pushUnique(P.packetFunctions, ['action']); // #### Clone management // No additional clone functionality required // #### Kill management P.kill = function () { this.deregister(); return true; }; // #### Get, Set, deltaSet let S = P.setters; S.action = function (item) { if (isa_fn(item)) this.action = item; else this.action = λnull; } // #### Factory // ``` // let myRepellorBall = scrawl.makeWheel({ // // name: 'big-ball', // radius: 30, // }); // // scrawl.makeForce({ // // name: 'example-repellor', // action: (particle, world, host) => { // // let {load, position} = particle; // // let ballPosition = myRepellorBall.get('position'); // // let tempVector = scrawl.requestVector(ballPosition).vectorSubtract(position); // // let magnitude = tempVector.getMagnitude(); // // if (magnitude && magnitude < myRepellorBall.get('radius')) { // // tempVector.scalarMultiply(1 / (magnitude / 1000)); // load.vectorSubtract(tempVector) // } // scrawl.releaseVector(tempVector); // }, // }); // ``` const makeForce = function (items) { if (!items) return false; return new Force(items); }; constructors.Force = Force; makeForce({ name: 'gravity', action: (particle, world, host) => { let {mass, load} = particle; let c = requestVector(); c.setFromVector(world.gravity).scalarMultiply(mass); load.vectorAdd(c); releaseVector(c); }, }); // #### Exports export { makeForce, };