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module.js
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module.js
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import { by, get, overload, noop } from '../fn/module.js';
import { mag, angle } from './modules/vector.js';
import { detectCircleCircle, detectBoxCircle } from './modules/detection.js';
import { Renderer } from './modules/renderer.js';
import * as Grid from './modules/grid.js';
import * as Box from './modules/box.js';
import * as Ball from './modules/ball.js';
const sin = Math.sin;
const cos = Math.cos;
const pi = Math.PI;
const frameDuration = 1 / 60;
/* Update */
const update = overload((t0, t1, object) => object.type, {
'ball': Ball.update,
'box': Box.update,
default: noop
});
/* Detect */
function toTypes(objectA0, objectA1, objectB0, objectB1) {
return objectA0.type + ' ' + objectB0.type;
}
const detect = overload(toTypes, {
'ball ball': function(objectA0, objectA1, objectB0, objectB1) {
return detectCircleCircle(
objectA0.data[0] + objectA0.position.value[0],
objectA0.data[1] + objectA0.position.value[1],
objectA0.data[2],
objectA0.data[0] + objectA1.position.value[0],
objectA0.data[1] + objectA1.position.value[1],
objectA0.data[2],
objectB0.data[0] + objectB0.position.value[0],
objectB0.data[1] + objectB0.position.value[1],
objectB0.data[2],
objectB0.data[0] + objectB1.position.value[0],
objectB0.data[1] + objectB1.position.value[1],
objectB0.data[2]
);
},
'box ball': function(objectA0, objectA1, objectB0, objectB1) {
return detectBoxCircle(
objectA0.data[0],
objectA0.data[1],
objectA0.data[2],
objectA0.data[3],
objectB0.data[0] + objectB0.position.value[0],
objectB0.data[1] + objectB0.position.value[1],
objectB0.data[2],
objectB0.data[0] + objectB1.position.value[0],
objectB0.data[1] + objectB1.position.value[1],
objectB0.data[2]
);
},
'ball box': function(objectA0, objectA1, objectB0, objectB1) {
return detectBoxCircle(
objectB0.data[0],
objectB0.data[1],
objectB0.data[2],
objectB0.data[3],
objectA0.data[0] + objectA0.position.value[0],
objectA0.data[1] + objectA0.position.value[1],
objectA0.data[2],
objectA0.data[0] + objectA1.position.value[0],
objectA0.data[1] + objectA1.position.value[1],
objectA0.data[2]
);
}
});
/* Collide */
const forceVector = [];
function collideBallBall(collision) {
const a = collision.objects[0];
const b = collision.objects[1];
const pa = a.position.value;
const va = a.position.velocity;
const pb = b.position.value;
const vb = b.position.velocity;
const angleA = angle(va[0], va[1]);
const angleB = angle(vb[0], vb[1]);
const angleAB = Math.atan2(pb[1] - pa[1], pb[0] - pa[0]);
const ma = 4 * pi * a.data[2];
const mb = 4 * pi * b.data[2];
const sa = mag(va[0], va[1]);
const sb = mag(vb[0], vb[1]);
a.position.velocity[0] = (sa * cos(angleA - angleAB) * (ma - mb) + 2 * mb * sb * cos(angleB - angleAB)) / (ma + mb) * cos(angleAB) + sa * sin(angleA - angleAB) * cos(angleAB + pi / 2);
a.position.velocity[1] = (sa * cos(angleA - angleAB) * (ma - mb) + 2 * mb * sb * cos(angleB - angleAB)) / (ma + mb) * sin(angleAB) + sa * sin(angleA - angleAB) * sin(angleAB + pi / 2);
b.position.velocity[0] = (sb * cos(angleB - angleAB) * (mb - ma) + 2 * ma * sa * cos(angleA - angleAB)) / (ma + mb) * cos(angleAB) + sb * sin(angleB - angleAB) * cos(angleAB + pi / 2);
b.position.velocity[1] = (sb * cos(angleB - angleAB) * (mb - ma) + 2 * ma * sa * cos(angleA - angleAB)) / (ma + mb) * sin(angleAB) + sb * sin(angleB - angleAB) * sin(angleAB + pi / 2);
// Cue sound
collide(collision, collision.a0, a.location, a);
collide(collision, collision.b0, b.location, b);
}
function collideBallBox(collision) {
const ball = collision.objects[0];
const box = collision.objects[1];
const point = collision.point;
const data = box.data;
// A perfectly elastic collision, for now
if (point[0] === data[0] || point[0] === data[0] + data[2]) {
ball.position.velocity[0] *= -1;
}
else {
ball.position.velocity[1] *= -1;
}
//console.log('Collide ball-box', point, data, ball.position.velocity[0]);
collide(collision, collision.a0, ball.location, ball);
}
const collide = overload((time, loc0, loc1, object) => object.type, {
'ball': Ball.collide
});
/* Render */
const getObjectType = (ctx, viewbox, style, object) => object.type;
const render = overload(getObjectType, {
'ball': Ball.render,
'box': Box.render,
});
/* Scene */
export function Scene(objects, viewbox, canvas) {
return new Renderer(
canvas,
viewbox,
update,
detect,
overload((collision) => collision.objects.sort(by(get('type'))).map(get('type')).join('-'), {
'ball-ball': collideBallBall,
'ball-box': collideBallBox
}),
render, {
type: 'camera',
data: viewbox
},
objects
);
}