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scrawl-canvas

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// # Spring 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 __Spring__ object connects together two Particle objects, linking them together with a set of constraints which together exert a spring force on the Particles. // + Currently Scrawl-canvas offers only the spring constraint for connecting Particles; it does not (yet) define joint or other types of constraint. // + The [Net](./net.html) entity is, at the moment, the only entity which makes use of Spring objects. // // The Spring factory uses the Base mixin, thus Spring objects can be cloned and killed like other Scrawl-canvas objects. Spring objects are stored in the `scrawl.library.spring` section of the Scrawl-canvas library object. // #### Demos: // + [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-010](../../demo/particles-010.html) - Net entity: using a shape path as a net template // #### Imports import { constructors, particle } from '../core/library.js'; import { mergeOver, pushUnique, λnull, Ωempty } from '../core/utilities.js'; import { requestVector, releaseVector } from './vector.js'; import baseMix from '../mixin/base.js'; // #### Spring constructor const Spring = function (items = Ωempty) { this.makeName(items.name); this.register(); this.set(this.defs); this.set(items); if (!this.action) this.action = λnull; return this; }; // #### Spring prototype let P = Spring.prototype = Object.create(Object.prototype); P.type = 'Spring'; P.lib = 'spring'; P.isArtefact = false; P.isAsset = false; // #### Mixins P = baseMix(P); // #### Spring attributes // + Attributes defined in the [base mixin](../mixin/base.html): __name__. let defaultAttributes = { // __particleFrom__, __particleTo__ - String name of a Particle, or the Particle object itself. These attributes hold references to the Particle objects involved in this constraint. particleFrom: null, particleFromIsStatic: false, particleTo: null, particleToIsStatic: false, // `springConstant` - float Number. Larger values make the spring stiffer. Suggested values: 5 - 300 springConstant: 50, // `damperConstant` - float Number. Larger values forces the spring to take a longer time to come to equilibrium. Suggested values: 5 - 50 damperConstant: 10, // `restLength` - The spring's ideal length - the further away from its ideal, the more force the spring will apply to its connected body objects to get them back to their optimal distance restLength: 1, }; P.defs = mergeOver(P.defs, defaultAttributes); // #### Packet management P.packetObjects = pushUnique(P.packetObjects, ['particleFrom', 'particleTo']); // #### Clone management // No additional clone functionality required // #### Kill management P.kill = function () { this.deregister(); return true; }; // #### Get, Set, deltaSet let S = P.setters; // `particleFrom`, `particleTo` S.particleFrom = function (item) { if (item.substring) item = particle[item]; if (item && item.type === 'Particle') this.particleFrom = item; }; S.particleTo = function (item) { if (item.substring) item = particle[item]; if (item && item.type === 'Particle') this.particleTo = item; }; // #### Prototype functions // `applySpring` - internal function P.applySpring = function () { let {particleFrom, particleTo, particleFromIsStatic, particleToIsStatic, springConstant, damperConstant, restLength} = this; if (particleFrom && particleTo) { let {position: fromPosition, velocity: fromVelocity, load: fromLoad} = particleFrom; let {position: toPosition, velocity: toVelocity, load: toLoad} = particleTo; let dVelocity = requestVector(toVelocity).vectorSubtract(fromVelocity), dPosition = requestVector(toPosition).vectorSubtract(fromPosition); let firstNorm = requestVector(dPosition).normalize(), secondNorm = requestVector(firstNorm); firstNorm.scalarMultiply(springConstant * (dPosition.getMagnitude() - restLength)); dVelocity.vectorMultiply(secondNorm).scalarMultiply(damperConstant).vectorMultiply(secondNorm); let force = requestVector(firstNorm).vectorAdd(dVelocity); if (!particleFromIsStatic) fromLoad.vectorAdd(force); if (!particleToIsStatic) toLoad.vectorSubtract(force); releaseVector(dVelocity, dPosition, firstNorm, secondNorm, force); } }; // #### Factory // ``` // scrawl.makeNet({ // // name: 'test-net', // // generate: function () { // // let { name, particleStore, springs, springConstant, damperConstant } = this; // // let leftParticle, rightParticle; // // // generate particles // leftParticle = makeParticle({ // // name: `${name}-left`, // // positionX: 0, // positionY: 0, // }); // // rightParticle = leftParticle.clone({ // // name: `${name}-right`, // positionX: 100, // }); // // leftParticle.run(0, 0, false); // rightParticle.run(0, 0, false); // // particleStore.push(leftParticle, rightParticle); // // // generate spring // let mySpring = makeSpring({ // // name: `${name}-link-${i}-${i+1}`, // // particleFrom: leftParticle, // particleTo: rightParticle, // // springConstant, // damperConstant, // // restLength: 100, // }); // // springs.push(mySpring); // }, // // ... // // }).run(); // ``` const makeSpring = function (items) { if (!items) return false; return new Spring(items); }; constructors.Spring = Spring; // #### Exports export { makeSpring, };