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Physics.js
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Physics.js
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define([
'ParticleSystem',
'requestAnimationFrame',
'common'
], function(ParticleSystem, raf, _) {
var updates = [];
/**
* Extended singleton instance of ParticleSystem with convenience methods for
* Request Animation Frame.
* @class
*/
var Physics = function() {
var _this = this;
this.playing = false;
ParticleSystem.apply(this, arguments);
this.animations = [];
update.call(this);
};
_.extend(Physics, ParticleSystem, {
superclass: ParticleSystem
});
_.extend(Physics.prototype, ParticleSystem.prototype, {
/**
* Play the animation loop. Doesn't affect whether in equilibrium or not.
*/
play: function() {
if (this.playing) {
return this;
}
this.playing = true;
this.__equilibrium = false;
update.call(this);
return this;
},
/**
* Pause the animation loop. Doesn't affect whether in equilibrium or not.
*/
pause: function() {
this.playing = false;
return this;
},
/**
* Toggle between playing and pausing the simulation.
*/
toggle: function() {
if (this.playing) {
this.pause();
} else {
this.play();
}
return this;
},
onUpdate: function(func) {
if (_.indexOf(this.animations, func) >= 0 || !_.isFunction(func)) {
return this;
}
this.animations.push(func);
return this;
},
/**
* Call update after values in the system have changed and this will fire
* it's own Request Animation Frame to update until things have settled
* to equilibrium — at which point the system will stop updating.
*/
update: function() {
if (!this.__equilibrium) {
return this;
}
this.__equilibrium = false;
if (this.playing) {
update.call(this);
}
return this;
}
});
function update() {
var _this = this;
this.tick();
_.each(this.animations, function(a) {
a();
});
if ((this.__optimized && !this.__equilibrium || !this.__optimized) && this.playing) {
raf(function() {
update.call(_this);
});
}
}
return Physics;
});