Merge pull request #17 from folk-systems/integrators

Integrators
This commit is contained in:
Orion Reed 2024-12-16 04:27:45 -05:00 committed by GitHub
commit 3c5d3db810
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
4 changed files with 233 additions and 22 deletions

View File

@ -0,0 +1,59 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Physics</title>
<style>
html {
height: 100%;
}
body {
min-height: 100%;
position: relative;
margin: 0;
inset: 0;
overscroll-behavior: none;
}
folk-shape {
position: absolute;
background-color: rgba(100, 100, 100, 0.5);
border: 2px solid rgba(0, 0, 0, 0.5);
}
folk-rope {
pointer-events: none;
}
</style>
</head>
<body>
<folk-shape id="shape1" x="250" y="50" width="120" height="30" rotation="30"></folk-shape>
<folk-shape id="shape2" x="450" y="350" width="40" height="120" rotation="45"></folk-shape>
<folk-shape id="shape3" x="150" y="150" width="70" height="70" rotation="15"></folk-shape>
<folk-shape id="shape4" x="350" y="300" width="90" height="45" rotation="-20"></folk-shape>
<folk-shape id="shape5" x="550" y="200" width="35" height="85" rotation="60"></folk-shape>
<folk-shape id="shape6" x="180" y="250" width="65" height="55" rotation="-40"></folk-shape>
<folk-shape id="shape7" x="420" y="150" width="110" height="25" rotation="10"></folk-shape>
<folk-shape id="shape8" x="280" y="380" width="75" height="95" rotation="-50"></folk-shape>
<folk-rope id="rope1" source="#shape1" target="#shape2"></folk-rope>
<folk-rope id="rope2" source="#shape1" target="#shape3"></folk-rope>
<folk-rope id="rope3" source="#shape2" target="#shape3"></folk-rope>
<folk-rope id="rope4" source="#shape3" target="#shape4"></folk-rope>
<folk-rope id="rope5" source="#shape4" target="#shape8"></folk-rope>
<folk-rope id="rope6" source="#shape5" target="#shape8"></folk-rope>
<folk-graph
sources="#shape1, #shape2, #shape3, #shape4, #shape5, #shape8, #rope1, #rope2, #rope3, #rope4, #rope5, #rope6"
></folk-graph>
<folk-physics sources="#shape1, #shape2, #shape3, #shape4, #shape5, #shape6, #shape7, #shape8"></folk-physics>
<script type="module">
import '../src/standalone/folk-shape.ts';
import '../src/standalone/folk-arrow.ts';
import '../src/standalone/folk-rope.ts';
import '../src/standalone/folk-graph.ts';
import '../src/standalone/folk-physics.ts';
</script>
</body>
</html>

View File

@ -0,0 +1,119 @@
import type { FolkShape } from '../folk-shape';
/**
* Coordinates effects between multiple systems, integrating their proposals into a single result.
* Systems register, yield effects, and await integration when all systems are ready.
*/
export class EffectIntegrator<E extends Element, T> {
private pending = new Map<E, T[] | T>();
private systems = new Set<string>();
private waiting = new Set<string>();
private resolvers: ((value: Map<E, T>) => void)[] = [];
/** Register a system to participate in effect integration */
register(id: string) {
this.systems.add(id);
return {
yield: (element: E, effect: T) => {
if (!this.pending.has(element)) {
this.pending.set(element, []);
}
(this.pending.get(element)! as T[]).push(effect);
},
/** Wait for all systems to submit effects, then receive integrated results */
integrate: async (): Promise<Map<E, T>> => {
this.waiting.add(id);
if (this.waiting.size === this.systems.size) {
// Last system to call integrate - do integration
for (const [element, effects] of this.pending) {
this.pending.set(element, (this.constructor as typeof EffectIntegrator).integrate(element, effects as T[]));
}
const results = this.pending as Map<E, T>;
// Reset for next frame
this.pending = new Map();
this.waiting.clear();
// Resolve all waiting systems
this.resolvers.forEach((resolve) => resolve(results));
this.resolvers = [];
return results;
}
// Not all systems ready - wait for integration
return new Promise((resolve) => {
this.resolvers.push(resolve);
});
},
};
}
/** Integrate multiple effects into a single result. Must be implemented by derived classes. */
protected static integrate(element: Element, effects: any[]): any {
throw new Error('Derived class must implement static integrate');
}
}
// Transform-specific integrator
interface TransformEffect {
x: number;
y: number;
rotation: number;
width: number;
height: number;
}
export class TransformIntegrator extends EffectIntegrator<FolkShape, TransformEffect> {
private static instance: TransformIntegrator;
static register(id: string) {
if (!TransformIntegrator.instance) {
TransformIntegrator.instance = new TransformIntegrator();
}
return TransformIntegrator.instance.register(id);
}
/** If the element is focused, return the elements rect, otherwise average the effects */
protected static override integrate(element: FolkShape, effects: TransformEffect[]): TransformEffect {
if (element === document.activeElement) {
// If the element is focused, we don't want to apply any effects and just return the current state
const rect = element.getTransformDOMRect();
return {
x: rect.x,
y: rect.y,
rotation: rect.rotation,
width: rect.width,
height: rect.height,
};
}
// Accumulate all effects
const result = effects.reduce(
(acc, effect) => ({
x: acc.x + effect.x,
y: acc.y + effect.y,
rotation: acc.rotation + effect.rotation,
width: effect.width,
height: effect.height,
}),
{ x: 0, y: 0, rotation: 0, width: effects[0].width, height: effects[0].height }
);
// Average all effects
const count = effects.length;
result.x /= count;
result.y /= count;
result.rotation /= count;
// Apply averaged results to element
element.x = result.x;
element.y = result.y;
element.rotation = result.rotation;
// Return averaged result
return result;
}
}

View File

@ -4,6 +4,7 @@ import { Layout } from 'webcola';
import { FolkShape } from './folk-shape.ts';
import { AnimationFrameController, AnimationFrameControllerHost } from './common/animation-frame-controller.ts';
import { FolkBaseConnection } from './folk-base-connection';
import { TransformIntegrator } from './common/EffectIntegrator.ts';
export class FolkGraph extends FolkBaseSet implements AnimationFrameControllerHost {
static override tagName = 'folk-graph';
@ -11,6 +12,7 @@ export class FolkGraph extends FolkBaseSet implements AnimationFrameControllerHo
private graphSim = new Layout();
private nodes = new Map<FolkShape, number>();
private arrows = new Set<FolkBaseConnection>();
private integrator = TransformIntegrator.register('graph');
#rAF = new AnimationFrameController(this);
connectedCallback() {
@ -34,23 +36,33 @@ export class FolkGraph extends FolkBaseSet implements AnimationFrameControllerHo
}
}
tick() {
// TODO: figure out how to let cola continue running. I was never able to do that in the past...
async tick() {
this.graphSim.start(1, 0, 0, 0, true, false);
this.graphSim.nodes().forEach((node: any) => {
// Yield graph layout effects
for (const node of this.graphSim.nodes() as any[]) {
const shape = node.id;
if (shape === document.activeElement) {
const rect = shape.getTransformDOMRect();
node.x = rect.center.x;
node.y = rect.center.y;
} else {
shape.x = node.x - shape.width / 2;
shape.y = node.y - shape.height / 2;
}
this.integrator.yield(shape, {
x: node.x - shape.width / 2,
y: node.y - shape.height / 2,
rotation: shape.rotation,
width: shape.width,
height: shape.height,
});
}
// Get integrated results and update graph state
const results = await this.integrator.integrate();
for (const [shape, result] of results) {
// TODO: this is a hack to get the node from the graph
const node = this.graphSim.nodes().find((n: any) => n.id === shape);
if (node) {
node.x = result.x + shape.width / 2;
node.y = result.y + shape.height / 2;
}
}
}
private createGraph() {
this.nodes.clear();
this.arrows.clear();
@ -58,7 +70,9 @@ export class FolkGraph extends FolkBaseSet implements AnimationFrameControllerHo
const colaNodes = this.createNodes();
const colaLinks = this.createLinks();
this.graphSim.nodes(colaNodes).links(colaLinks).linkDistance(250).avoidOverlaps(true).handleDisconnected(true);
console.log(colaNodes, colaLinks);
this.graphSim.nodes(colaNodes).links(colaLinks).linkDistance(150).avoidOverlaps(true).handleDisconnected(true);
}
private createNodes() {

View File

@ -3,6 +3,7 @@ import { FolkBaseSet } from './folk-base-set.ts';
import { PropertyValues } from '@lit/reactive-element';
import { FolkShape } from './folk-shape';
import RAPIER, { init } from '@dimforge/rapier2d-compat';
import { TransformIntegrator } from './common/EffectIntegrator.ts';
await init();
export class FolkPhysics extends FolkBaseSet {
@ -15,6 +16,7 @@ export class FolkPhysics extends FolkBaseSet {
private elementToRect: Map<FolkShape, DOMRectTransform> = new Map();
private animationFrameId?: number;
private lastTimestamp?: number;
private integrator = TransformIntegrator.register('physics');
connectedCallback() {
super.connectedCallback();
@ -119,7 +121,7 @@ export class FolkPhysics extends FolkBaseSet {
}
private startSimulation() {
const step = (timestamp: number) => {
const step = async (timestamp: number) => {
if (!this.lastTimestamp) {
this.lastTimestamp = timestamp;
}
@ -127,18 +129,35 @@ export class FolkPhysics extends FolkBaseSet {
if (this.world) {
this.world.step();
// Update visual elements based on physics
this.bodies.forEach((body, shape) => {
if (shape !== document.activeElement) {
// Yield physics effects
for (const [shape, body] of this.bodies) {
const position = body.translation();
// Scale up the position when applying to visual elements
shape.x = position.x / FolkPhysics.PHYSICS_SCALE - shape.width / 2;
shape.y = position.y / FolkPhysics.PHYSICS_SCALE - shape.height / 2;
shape.rotation = body.rotation();
}
this.integrator.yield(shape, {
x: position.x / FolkPhysics.PHYSICS_SCALE - shape.width / 2,
y: position.y / FolkPhysics.PHYSICS_SCALE - shape.height / 2,
rotation: body.rotation(),
width: shape.width,
height: shape.height,
});
}
// Get integrated results and update physics state
const results = await this.integrator.integrate();
for (const [shape, result] of results) {
const body = this.bodies.get(shape);
if (body) {
body.setTranslation(
{
x: (result.x + result.width / 2) * FolkPhysics.PHYSICS_SCALE,
y: (result.y + result.height / 2) * FolkPhysics.PHYSICS_SCALE,
},
true
);
body.setRotation(result.rotation, true);
}
}
}
this.animationFrameId = requestAnimationFrame(step);
};