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scrawl-canvas

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// # World 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. // #### Demos: // + [particles-001](../../demo/particles-001.html) - Emitter entity, and Particle World, basic functionality // + [particles-002](../../demo/particles-002.html) - Emitter using artefacts // + [particles-003](../../demo/particles-003.html) - Position Emitter entity: start; pivot; mimic; path; mouse; drag-and-drop // + [particles-004](../../demo/particles-004.html) - Emit particles along the length of a path // + [particles-005](../../demo/particles-005.html) - Emit particles from inside an artefact's area // + [particles-006](../../demo/particles-006.html) - Fixed number of particles in a field; preAction and postAction 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-010](../../demo/particles-010.html) - Net entity: using a shape path as a net template // + [particles-012](../../demo/particles-012.html) - Use Net entity particles as reference coordinates for other artefacts // + [canvas-040](../../demo/canvas-040.html) - Trace out a Shape path over time // #### Imports import { constructors } from '../core/library.js'; import { mergeOver, isa_fn, xt, Ωempty } from '../core/utilities.js'; import { makeQuaternion } from './quaternion.js'; import { makeVector } from './vector.js'; import { makeCoordinate } from './coordinate.js'; import baseMix from '../mixin/base.js'; // #### World constructor const World = function (items = Ωempty) { this.makeName(items.name); this.register(); this.set(this.defs); let keytypes = items.keytypes || {}; if (!keytypes.gravity) keytypes.gravity = 'Vector'; if (!items.gravity) items.gravity = [0, 9.81, 0]; if (items.userAttributes) { items.userAttributes.forEach(att => { this.addAttribute(att); if (att.type) keytypes[att.key] = att.type; }); } this.initializeAttributes(keytypes); this.set(items); return this; }; // #### World prototype let P = World.prototype = Object.create(Object.prototype); P.type = 'World'; P.lib = 'world'; P.isArtefact = false; P.isAsset = false; // #### Mixins P = baseMix(P); // #### World attributes // + Attributes defined in the [base mixin](../mixin/base.html): __name__. let defaultAttributes = { // x, y and z components of __gravity__, measured in meters/secondSquared (used in `gravity` force calculations) gravity: null, // __tickMultiplier__ - a positive float Number value. Larger values increase the physics effect - equivalent to speeding up the animation tickMultiplier: 1, // __keytypes__ - a Javascript object made up of `key:String` attributes. Used as part of the factory when generating worlds which use user-defined attributes that need to be Scrawl-canvas Quaternions, Vectors (like gravity) or Coordinates. // + the `key` should be the attribute's name // + the `value` should be a String - either `'Quaternion'`, `'Vector'` or `'Coordinate'`. keytypes: null, }; P.defs = mergeOver(P.defs, defaultAttributes); // #### Packet management // No additional packet management functionality required // #### Clone management // No additional clone functionality required // #### Kill management P.kill = function () { this.deregister(); return true; }; // #### Get, Set, deltaSet let G = P.getters, S = P.setters, D = P.deltaSetters; // __gravity__, with pseudo-attributes _gravityX_, _gravityY_, _gravityZ_ S.gravityX = function (item) { if (this.gravity && xt(item)) this.gravity.setX(item); }; S.gravityY = function (item) { if (this.gravity && xt(item)) this.gravity.setY(item); }; S.gravityZ = function (item) { if (this.gravity && xt(item)) this.gravity.setZ(item); }; S.gravity = function (item) { if (this.gravity && xt(item)) this.gravity.set(item); }; // #### Prototype functions // `addAttribute`, `removeAttribute` - we can use these functions to add and remove other attributes to the World object. See the following Demos for examples of constructing a World object and adding attributes to it: // + [particles-007](../../demo/particles-007.html) Particle Force objects: generation and functionality; and // + [particles-008](../../demo/particles-008.html) Net entity: generation and basic functionality, including Spring objects. P.addAttribute = function (items = Ωempty) { let {key, defaultValue, setter, deltaSetter, getter} = items; if (key && key.substring) { this.defs[key] = xt(defaultValue) ? defaultValue : null; this[key] = xt(defaultValue) ? defaultValue : null; if (isa_fn(setter)) S[key] = setter; if (isa_fn(deltaSetter)) D[key] = deltaSetter; if (isa_fn(getter)) G[key] = getter; } return this; }; P.removeAttribute = function (key) { if (key && key.substring) { delete this.defs[key]; delete this[key]; delete G[key]; delete S[key]; delete D[key]; } return this; }; // `initializeAttributes` - internal function called by the constructor. P.initializeAttributes = function (types) { for (let [key, value] of Object.entries(types)) { switch (value) { case 'Quaternion' : this[key] = makeQuaternion(); break; case 'Vector' : this[key] = makeVector(); break; case 'Coordinate' : this[key] = makeCoordinate(); break; } } }; // #### Factory // ``` // scrawl.makeWorld({ // // name: 'demo-world', // // tickMultiplier: 2, // // userAttributes: [ // // { // key: 'testCoordinate', // type: 'Coordinate', // getter: function () { return [].concat(this.testCoordinate) }, // setter: function (item) { this.testCoordinate.set(item) }, // }, // { // key: 'particleColor', // defaultValue: '#F0F8FF', // }, // ], // testCoordinate: [100, 100], // }); // ``` const makeWorld = function (items) { if (!items) return false; return new World(items); }; constructors.World = World; // #### Exports export { makeWorld, };