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  • §

    Force factory

    Force objects define the general and occasional forces to be applied to each particle in the particle system as the animation progresses - a gravity force object is pre-defined by Scrawl-canvas.

  • §

    Imports

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

    Shared constants (none imported)

  • §

    Local constants

    const FORCE = 'force',
        GRAVITY = 'gravity',
        T_FORCE = 'Force';
  • §

    Force constructor

    const Force = function (items = Ωempty) {
    
        this.makeName(items.name);
        this.register();
    
        this.set(this.defs);
    
        this.set(items);
    
        if (!this.action) this.action = λnull;
    
        return this;
    };
  • §

    Force prototype

    const P = Force.prototype = doCreate();
    P.type = T_FORCE;
    P.lib = FORCE;
    P.isArtefact = false;
    P.isAsset = false;
  • §

    Mixins

    baseMix(P);
  • §

    Force attributes

    const defaultAttributes = {
    
        action: null,
    };
    P.defs = mergeOver(P.defs, defaultAttributes);
  • §

    Packet management

    P.packetFunctions = pushUnique(P.packetFunctions, ['action']);
  • §

    Clone management

    No additional clone functionality required

  • §

    Kill management

    P.kill = function () {
    
        this.deregister();
    
        return true;
    };
  • §

    Get, Set, deltaSet

    const S = P.setters;
    
    S.action = function (item) {
    
        if (isa_fn(item)) this.action = item;
        else this.action = λnull;
    };
  • §

    Factory

    let myRepellorBall = scrawl.makeWheel({
    
        name: 'big-ball',
        radius: 30,
    });
    
    scrawl.makeForce({
    
        name: 'example-repellor',
        action: (particle, world, host) => {
    
            let {load, position} = particle;
    
            let ballPosition = myRepellorBall.get('position');
    
            let tempVector = scrawl.requestVector(ballPosition).vectorSubtract(position);
    
            let magnitude = tempVector.getMagnitude();
    
            if (magnitude && magnitude < myRepellorBall.get('radius')) {
    
                tempVector.scalarMultiply(1 / (magnitude / 1000));
                load.vectorSubtract(tempVector)
            }
            scrawl.releaseVector(tempVector);
        },
    });
    
    export const makeForce = function (items) {
    
        if (!items) return false;
        return new Force(items);
    };
    
    constructors.Force = Force;
  • §

    Gravity force

    Seeing as it’s such a common requirement, we pre-create it here

    makeForce({
    
        name: GRAVITY,
        action: (particle, world) => {
    
            const {mass, load} = particle;
    
            const c = requestVector();
    
            c.setFromVector(world.gravity).scalarMultiply(mass);
            load.vectorAdd(c);
    
            releaseVector(c);
        },
    });