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  • §

    Cog factory

    A factory for generating star shape-based entitys

  • §

    Imports

    import { constructors } from '../core/library.js';
    import { addStrings, doCreate, mergeOver, Ωempty } from '../helper/utilities.js';
    
    import { releaseVector, requestVector } from '../untracked-factory/vector.js';
    
    import baseMix from '../mixin/base.js';
    import shapeMix from '../mixin/shape-basic.js';
  • §

    Shared constants

    import { BEZIER, ENTITY, QUADRATIC, ZERO_PATH, ZERO_STR } from '../helper/shared-vars.js';
  • §

    Local constants

    const PERMITTED_CURVES = ['line', 'quadratic', 'bezier'],
        T_COG = 'Cog';
  • §

    Cog constructor

    const Cog = function (items = Ωempty) {
    
        this.shapeInit(items);
        return this;
    };
  • §

    Cog prototype

    const P = Cog.prototype = doCreate();
    P.type = T_COG;
    P.lib = ENTITY;
    P.isArtefact = true;
    P.isAsset = false;
  • §

    Mixins

    baseMix(P);
    shapeMix(P);
  • §

    Cog attributes

    const defaultAttributes = {
    
        outerRadius: 0,
        innerRadius: 0,
        outerControlsDistance: 0,
        innerControlsDistance: 0,
        outerControlsOffset: 0,
        innerControlsOffset: 0,
        points: 0,
        twist: 0,
        curve: BEZIER,
    };
    P.defs = mergeOver(P.defs, defaultAttributes);
  • §

    Packet management

    No additional packet functionality required

  • §

    Clone management

    No additional clone functionality required

  • §

    Kill management

    No additional kill functionality required

  • §

    Get, Set, deltaSet

    const S = P.setters,
        D = P.deltaSetters;
  • §

    outerRadius, innerRadius

    S.outerRadius = function (item) {
    
        this.outerRadius = item;
        this.updateDirty();
    };
    D.outerRadius = function (item) {
    
        this.outerRadius = addStrings(this.outerRadius, item);
        this.updateDirty();
    };
    S.innerRadius = function (item) {
    
        this.innerRadius = item;
        this.updateDirty();
    };
    D.innerRadius = function (item) {
    
        this.innerRadius = addStrings(this.innerRadius, item);
        this.updateDirty();
    };
  • §

    outerControlsDistance, innerControlsDistance

    S.outerControlsDistance = function (item) {
    
        this.outerControlsDistance = item;
        this.updateDirty();
    };
    D.outerControlsDistance = function (item) {
    
        this.outerControlsDistance = addStrings(this.outerControlsDistance, item);
        this.updateDirty();
    };
    S.innerControlsDistance = function (item) {
    
        this.innerControlsDistance = item;
        this.updateDirty();
    };
    D.innerControlsDistance = function (item) {
    
        this.innerControlsDistance = addStrings(this.innerControlsDistance, item);
        this.updateDirty();
    };
  • §

    outerControlsOffset, innerControlsOffset

    S.outerControlsOffset = function (item) {
    
        this.outerControlsOffset = item;
        this.updateDirty();
    };
    D.outerControlsOffset = function (item) {
    
        this.outerControlsOffset = addStrings(this.outerControlsOffset, item);
        this.updateDirty();
    };
    S.innerControlsOffset = function (item) {
    
        this.innerControlsOffset = item;
        this.updateDirty();
    };
    D.innerControlsOffset = function (item) {
    
        this.innerControlsOffset = addStrings(this.innerControlsOffset, item);
        this.updateDirty();
    };
  • §

    points

    S.points = function (item) {
    
        this.points = item;
        this.updateDirty();
    };
    D.points = function (item) {
    
        this.points += item;
        this.updateDirty();
    };
  • §

    twist

    S.twist = function (item) {
    
        this.twist = item;
        this.updateDirty();
    };
    D.twist = function (item) {
    
        this.twist += item;
        this.updateDirty();
    };
  • §

    useBezierCurve

    S.curve = function (item) {
    
        if (item && PERMITTED_CURVES.includes(item)) this.curve = item;
        else this.curve = BEZIER;
    
        this.updateDirty();
    };
  • §

    Prototype functions

  • §

    cleanSpecies - internal helper function - called by prepareStamp

    P.cleanSpecies = function () {
    
        this.dirtySpecies = false;
        this.pathDefinition = this.makeCogPath();
    };
  • §

    makeCogPath - internal helper function - called by cleanSpecies

    P.makeCogPath = function () {
    
        const { points, twist, curve } = this;
    
        let { outerRadius, innerRadius, outerControlsDistance, innerControlsDistance, outerControlsOffset, innerControlsOffset } = this;
    
        const turn = 360 / points;
    
        let currentPointX, currentPointY, deltaX, deltaY, i,
            myPath = ZERO_STR;
    
        if (outerRadius.substring || innerRadius.substring || outerControlsDistance.substring || innerControlsDistance.substring || outerControlsOffset.substring || innerControlsOffset.substring) {
    
            const host = this.getHost();
    
            if (host) {
    
                const [hW] = host.currentDimensions;
    
                outerRadius = (outerRadius.substring) ? (parseFloat(outerRadius) / 100) * hW : outerRadius;
                innerRadius = (innerRadius.substring) ? (parseFloat(innerRadius) / 100) * hW : innerRadius;
                outerControlsDistance = (outerControlsDistance.substring) ? (parseFloat(outerControlsDistance) / 100) * hW : outerControlsDistance;
                innerControlsDistance = (innerControlsDistance.substring) ? (parseFloat(innerControlsDistance) / 100) * hW : innerControlsDistance;
                outerControlsOffset = (outerControlsOffset.substring) ? (parseFloat(outerControlsOffset) / 100) * hW : outerControlsOffset;
                innerControlsOffset = (innerControlsOffset.substring) ? (parseFloat(innerControlsOffset) / 100) * hW : innerControlsOffset;
            }
        }
    
        const outerPoint = requestVector({x: 0, y: -outerRadius}),
            innerPoint = requestVector({x: 0, y: -innerRadius}),
            outerPointLead = requestVector({x: outerControlsDistance + outerControlsOffset, y: -outerRadius}),
            innerPointTrail = requestVector({x: -innerControlsDistance + innerControlsOffset, y: -innerRadius}),
            innerPointLead = requestVector({x: innerControlsDistance + innerControlsOffset, y: -innerRadius}),
            outerPointTrail = requestVector({x: -outerControlsDistance + outerControlsOffset, y: -outerRadius});
    
        innerPointTrail.rotate(-turn/2);
        innerPointTrail.rotate(twist);
        innerPoint.rotate(-turn/2);
        innerPoint.rotate(twist);
        innerPointLead.rotate(-turn/2);
        innerPointLead.rotate(twist);
    
        currentPointX = outerPoint.x;
        currentPointY = outerPoint.y;
    
        if (curve === BEZIER) {
    
            for (i = 0; i < points; i++) {
    
                deltaX = parseFloat((outerPointLead.x - currentPointX).toFixed(1));
                deltaY = parseFloat((outerPointLead.y - currentPointY).toFixed(1));
                myPath += `${deltaX},${deltaY} `;
    
                innerPointTrail.rotate(turn);
                innerPoint.rotate(turn);
                innerPointLead.rotate(turn);
    
                deltaX = parseFloat((innerPointTrail.x - currentPointX).toFixed(1));
                deltaY = parseFloat((innerPointTrail.y - currentPointY).toFixed(1));
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((innerPoint.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((innerPoint.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((innerPointLead.x - currentPointX).toFixed(1));
                deltaY = parseFloat((innerPointLead.y - currentPointY).toFixed(1));
                myPath += `${deltaX},${deltaY} `;
    
                outerPointTrail.rotate(turn);
                outerPoint.rotate(turn);
                outerPointLead.rotate(turn);
    
                deltaX = parseFloat((outerPointTrail.x - currentPointX).toFixed(1));
                deltaY = parseFloat((outerPointTrail.y - currentPointY).toFixed(1));
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((outerPoint.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((outerPoint.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
            }
        }
        else if (curve === QUADRATIC) {
    
            for (i = 0; i < points; i++) {
    
                deltaX = parseFloat((outerPointLead.x - currentPointX).toFixed(1));
                deltaY = parseFloat((outerPointLead.y - currentPointY).toFixed(1));
                myPath += `${deltaX},${deltaY} `;
    
                innerPoint.rotate(turn);
                innerPointLead.rotate(turn);
    
                deltaX = parseFloat((innerPoint.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((innerPoint.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((innerPointLead.x - currentPointX).toFixed(1));
                deltaY = parseFloat((innerPointLead.y - currentPointY).toFixed(1));
                myPath += `${deltaX},${deltaY} `;
    
                outerPoint.rotate(turn);
                outerPointLead.rotate(turn);
    
                deltaX = parseFloat((outerPoint.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((outerPoint.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
            }
        }
        else {
    
            for (i = 0; i < points; i++) {
    
                deltaX = parseFloat((outerPointLead.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((outerPointLead.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                innerPointTrail.rotate(turn);
                innerPoint.rotate(turn);
                innerPointLead.rotate(turn);
    
                deltaX = parseFloat((innerPointTrail.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((innerPointTrail.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((innerPoint.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((innerPoint.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((innerPointLead.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((innerPointLead.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                outerPointTrail.rotate(turn);
                outerPoint.rotate(turn);
                outerPointLead.rotate(turn);
    
                deltaX = parseFloat((outerPointTrail.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((outerPointTrail.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
    
                deltaX = parseFloat((outerPoint.x - currentPointX).toFixed(1));
                currentPointX += deltaX;
                deltaY = parseFloat((outerPoint.y - currentPointY).toFixed(1));
                currentPointY += deltaY;
                myPath += `${deltaX},${deltaY} `;
            }
        }
        releaseVector(outerPoint, outerPointLead, outerPointTrail, innerPoint, innerPointLead, innerPointTrail);
    
        if (curve === BEZIER) return `${ZERO_PATH}c${myPath}z`;
        if (curve === QUADRATIC) return `${ZERO_PATH}q${myPath}z`;
        return `${ZERO_PATH}l${myPath}z`;
    };
    
    P.calculateLocalPathAdditionalActions = function () {
    
        let scale = this.scale;
    
        if (scale < 0.001) scale = 0.001;
    
        const [x, y] = this.localBox;
    
        this.pathDefinition = this.pathDefinition.replace(ZERO_PATH, `m${-x / scale},${-y / scale}`);
    
        this.pathCalculatedOnce = false;
  • §

    ALWAYS, when invoking calculateLocalPath from calculateLocalPathAdditionalActions, include the second argument, set to true! Failure to do this leads to an infinite loop which will make your machine weep.

    • We need to recalculate the local path to take into account the offset required to put the Rectangle entity’s start coordinates at the top-left of the local box, and to recalculate the data used by other artefacts to place themselves on, or move along, its path.
        this.calculateLocalPath(this.pathDefinition, true);
    };
  • §

    Factories

  • §
    makeCog

    Accepts argument with attributes:

    • outerRadius (required) - the outer radius representing the distance between the center of the Shape and the tips of its (acute angle) points.
    • innerRadius (required) - the inner radius representing the distance between the center of the Shape and the obtuse angle at the valley between the tips of its (acute angle) points.
    • … where these radius values are supplied as %Strings, they are calculated as relative to the canvas/cell width value.
    • outerControlsDistance, innerControlsDistance - a Number value measuring the distance from each point to its leading and trailing control points - use this to create more square pegs (useBezierCurve: false) or a more curved tooth outline
    • outerControlsOffset, innerControlsOffset - a Number value which can be used to offset the control points so that the trailing control point is more distant than the leading control point (or vice versa)
    • points (required) - a positive integer Number representing the number of points the star will have.
    • twist - a float Number representing the degrees by which the star’s second radius will be rotated out of line from its first radius; the default value 0 will produce a star with all of its sides of equal length and the star’s valleys falling midway between its connecting points.
    • curve - String: one of ‘bezier’ (default); ‘quadratic’; or ‘line’ - when this flag is set, the entity will be built using the appropriate curve.
    • Note that the use of inner and outer above is purely descriptive: innerRadius can be larger than outerRadius
    scrawl.makeCog({
    
      name: 'smooth-cog',
      startX: 20,
      startY: 1980,
      outerRadius: 80,
      innerRadius: 60,
      outerControlsDistance: 10,
      innerControlsDistance: 6,
      points: 12,
      fillStyle: 'coral',
      lineWidth: 2,
      method: 'fillAndDraw',
    });
    
    export const makeCog = function (items) {
    
        if (!items) return false;
        items.species = 'cog';
        return new Cog(items);
    };
    
    constructors.Cog = Cog;