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  • §

    Demo Particles 008

    Net entity: generation and basic functionality, including Spring objects

  • §

    Run code

    import * as scrawl from '../source/scrawl.js';
    
    import { reportSpeed } from './utilities.js';
  • §

    Scene setup

    const canvas = scrawl.findCanvas('mycanvas');
  • §

    Namespacing boilerplate

    const namespace = canvas.name;
    const name = (n) => `${namespace}-${n}`;
  • §

    For this Demo, we are creating a flag and pinning it to a pole. This is the pole.

    scrawl.makeLine({
    
        name: name('flagpole'),
    
        startX: 'center',
        startY: 30,
        endX: 'center',
        endY: 'bottom',
    
        lineWidth: 8,
        lineCap: 'round',
        strokeStyle: 'brown',
    
        method: 'draw',
    })
  • §

    Particle physics animation scene

    Create a World object which we can then assign to the Net entity

    const myWorld = scrawl.makeWorld({
    
        name: name('my-world'),
        tickMultiplier: 2,
    
        userAttributes: [
            {
                key: 'wind',
                defaultValue: 0,
            },
        ],
    });
  • §

    Create a ‘wind’ force; we will update the wind direction/strength as part of the Display cycle

    scrawl.makeForce({
    
        name: name('wind'),
    
    /* eslint-disable-next-line */
        action: (particle, world, host) => {
    
            particle.load.vectorAdd({
    
    /** @ts-expect-error */
                x: world.wind,
                y: 0,
            });
        },
    });
  • §

    Make the wind dynamic

    const changeWind = function () {
    
    /** @ts-expect-error */
        let newWind = myWorld.wind + Math.random() - 0.5;
    
        if (newWind < -15) newWind = -15;
        if (newWind > 15) newWind = 15;
    
        myWorld.set({
    
    /** @ts-expect-error */
            wind: newWind,
        });
    };
  • §

    Create a Net entity

    const myNet = scrawl.makeNet({
    
        name: name('test-net'),
  • §

    Every net must be associated with a World object. The attribute’s value can be the World object’s String name value, or the object itself

        world: myWorld,
  • §

    The entity’s start coordinates determine where the first pin will be placed on the canvas

        startX: 'center',
        startY: 40,
  • §

    The Net entity comes with four pre-defined generate functions - we will be testing ‘weak-net’ and ‘strong-net’ in this demo.

    • We can define our own generate function if the pre-defined functions do not meet our needs.
        generate: 'weak-net',
  • §

    The postGenerate function runs immediately after the generate function has created all of the Net entity’s Particle and Spring objects.

    • If the generate function has defined particles and/or springs that we do not need, we can kill them here
    • We can also set the attributes of specified Particles, including making them static (immobile, unaffected by forces and springs applied to them)
        postGenerate: function () {
  • §

    Names for ‘weak-net’ and ‘strong-net’ Particles are consistent: ${Net-entity-name}-${row-number}-${column-number}

            const regex = RegExp('.*(-0-0|-4-0|-9-0)$');
    
    /** @ts-expect-error */
            this.particleStore.forEach(p => {
    
                if (regex.test(p.name)) {
  • §

    Change the appearance of the selected Particles, and remove the forces acting on them

                    p.set({
                        fill: 'black',
                        stroke: 'black',
                        forces: [],
                    });
  • §

    Prevent Springs associated with the selected Particles from moving them

    /** @ts-expect-error */
                    this.springs.forEach(s => {
    
                        if (s && s.particleFrom && s.particleFrom.name === p.name) {
    
                            s.particleFromIsStatic = true;
                        }
                        if (s && s.particleTo && s.particleTo.name === p.name) {
    
                            s.particleToIsStatic = true;
                        }
                    })
                }
            });
        },
  • §

    We tell the Net entity how many rows and columns of Particles we want it to create

        rows: 10,
        columns: 14,
  • §

    The distance between rows and columns can be set using either absolute (px) Number values, or relative % String values

        rowDistance: 15,
        columnDistance: '3.2%',
  • §

    We can get the Net entity to display its springs

        showSprings: true,
        showSpringsColor: 'green',
  • §

    Particle physics attributes

        mass: 1,
        forces: ['gravity', name('wind')],
        engine: 'runge-kutta',
        damperConstant: 5,
  • §

    We can assign an artefact that we will be using for the particle animation, or we can define it here as part of the Net factory

        artefact: scrawl.makeWheel({
    
            name: name('particle-wheel'),
            radius: 3,
    
            handle: ['center', 'center'],
    
            method: 'fillThenDraw',
            fillStyle: 'gold',
            strokeStyle: 'blue',
    
            visibility: false,
    
            globalAlpha: 1,
    
            noUserInteraction: true,
            noPositionDependencies: true,
            noFilters: true,
            noDeltaUpdates: true,
        }),
  • §

    The stampAction function describes the steps that our Net will take to draw each of its particles (and springs, hit regions) onto the host canvas screen.

        stampAction: function (artefact, particle, host) {
    
            const [ , , ...start] = particle.history[0];
    
            artefact.simpleStamp(host, {
                start,
                fillStyle: particle.fill,
                strokeStyle: particle.stroke,
            });
        },
    });
  • §

    Scene animation

    Function to display frames-per-second data, and other information relevant to the demo

    const report = reportSpeed('#reportmessage', function () {
    
    /** @ts-expect-error */
        const windSpeed = myWorld.wind.toFixed(2);
    
        return `
        Tick multiplier: ${dom.tickMultiplier.value}
        Particle mass: ${dom.mass.value}
        Rest length multiplier: ${dom.restLength.value}
        Wind speed: ${windSpeed}
        Spring constant: ${dom.springConstant.value}
        Damper constant: ${dom.damperConstant.value}`;
    });
  • §

    Create the Display cycle animation

    scrawl.makeRender({
    
        name: name('animation'),
        target: canvas,
        commence: changeWind,
        afterShow: report,
    });
  • §

    User interaction

    const dom = scrawl.initializeDomInputs([
        ['input', 'springConstant', '50'],
        ['input', 'mass', '1'],
        ['input', 'restLength', '1'],
        ['input', 'tickMultiplier', '2'],
        ['input', 'damperConstant', '5'],
        ['select', 'generate', 0],
        ['select', 'engine', 2],
    ]);
  • §

    Setup form observer functionality

    const updateSprings = function (e) {
    
        if (e && e.target && e.target.id) {
    
            if (e.target.id === 'springConstant') myNet.set({ springConstant: parseFloat(e.target.value)});
            if (e.target.id === 'damperConstant') myNet.set({ damperConstant: parseFloat(e.target.value)});
            if (e.target.id === 'restLength') myNet.set({ restLength: parseFloat(e.target.value)});
            if (e.target.id === 'generate') myNet.set({ generate: e.target.value});
            if (e.target.id === 'engine') myNet.set({ engine: e.target.value});
            if (e.target.id === 'mass') myNet.set({ mass: parseFloat(e.target.value)});
            if (e.target.id === 'tickMultiplier') myWorld.set({ tickMultiplier: parseFloat(e.target.value)});
    
            myNet.restart();
        }
    };
    scrawl.addNativeListener(['input', 'change'], updateSprings, '.controlItem');
  • §

    Development and testing

    console.log(scrawl.library);