remove app class from rope

This commit is contained in:
“chrisshank” 2024-11-16 17:07:52 -08:00
parent ea6f7934ec
commit 6096148508
1 changed files with 70 additions and 106 deletions

View File

@ -37,50 +37,6 @@ class Vector2 {
}
}
class App {
constructor(canvas, context, updateHandler, drawHandler, frameRate = 60) {
this._canvas = canvas;
this._context = context;
this._updateHandler = updateHandler;
this._drawHandler = drawHandler;
this._frameRate = frameRate;
this._lastTime = 0;
this._currentTime = 0;
this._deltaTime = 0;
this._interval = 0;
this.start = this.start.bind(this);
this._onRequestAnimationFrame = this._onRequestAnimationFrame.bind(this);
}
start() {
this._lastTime = 0;
this._currentTime = 0;
this._deltaTime = 0;
this._interval = 1000 / this._frameRate;
this._onRequestAnimationFrame(performance.now());
}
_onRequestAnimationFrame(timestamp) {
requestAnimationFrame(this._onRequestAnimationFrame);
this._currentTime = timestamp;
this._deltaTime = this._currentTime - this._lastTime;
if (this._deltaTime > this._interval) {
//delta time in seconds
const dts = this._deltaTime * 0.001;
this._updateHandler(dts);
this._context.clearRect(0, 0, this._canvas.width, this._canvas.height);
this._drawHandler(this._canvas, this._context, dts);
this._lastTime = this._currentTime - (this._deltaTime % this._interval);
}
}
}
//each rope part is one of these
//uses a high precison varient of StörmerVerlet integration
//to keep the simulation consistant otherwise it would "explode"!
@ -145,14 +101,14 @@ class RopePoint {
}
}
constructor(initialPos, distanceToNextPoint) {
constructor(initialPos, distanceToNextPoint, mass = 1, damping = 1, isFixed = false) {
this.pos = initialPos;
this.distanceToNextPoint = distanceToNextPoint;
this.isFixed = false;
this.isFixed = isFixed;
this.oldPos = { ...initialPos };
this.velocity = Vector2.zero();
this.mass = 1.0;
this.damping = 1.0;
this.mass = mass;
this.damping = damping;
this.prev = null;
this.next = null;
}
@ -167,18 +123,16 @@ class Rope {
const delta = Vector2.sub(end, start);
const len = Vector2.mag(delta);
let points = [];
const pointsLen = len / resolution;
let points: RopePoint[] = [];
const pointsLen = Math.floor(len / resolution);
for (let i = 0; i < pointsLen; i++) {
const percentage = i / (pointsLen - 1);
const lerpX = lerp(start.x, end.x, percentage);
const lerpY = lerp(start.y, end.y, percentage);
points[i] = new RopePoint({ x: lerpX, y: lerpY }, resolution);
points[i].mass = mass;
points[i].damping = damping;
const isFixed = i === 0 || i === pointsLen - 1;
points.push(new RopePoint({ x: lerpX, y: lerpY }, resolution, mass, damping, isFixed));
}
//Link nodes into a doubly linked list
@ -191,22 +145,13 @@ class Rope {
curr.next = next;
}
points[0].isFixed = points[points.length - 1].isFixed = true;
return points;
}
constructor(points, solverIterations) {
this._points = points;
this.update = this.update.bind(this);
this._prevDelta = 0;
this._solverIterations = solverIterations;
this.getPoint = this.getPoint.bind(this);
}
getPoint(index) {
return this._points.at(index);
}
update(gravity, dt) {
@ -237,6 +182,12 @@ export class FolkRope extends AbstractArrow {
#canvas = document.createElement('canvas');
#context = this.#canvas.getContext('2d')!;
#shadow = this.attachShadow({ mode: 'open' });
#lastTime = 0;
#currentTime = 0;
#deltaTime = 0;
#interval = 1000 / 60; // ms per frame
#gravity = { x: 0, y: 3000 };
#points: RopePoint[] = [];
#rope: Rope | null = null;
@ -247,62 +198,75 @@ export class FolkRope extends AbstractArrow {
this.#canvas.height = this.clientHeight;
this.#shadow.appendChild(this.#canvas);
this.tick = this.tick.bind(this);
}
tick(timestamp: number) {
requestAnimationFrame(this.tick);
this.#currentTime = timestamp;
this.#deltaTime = this.#currentTime - this.#lastTime;
if (this.#deltaTime > this.#interval) {
//delta time in seconds
const dts = this.#deltaTime * 0.001;
this.#rope?.update(this.#gravity, dts);
this.drawRopePoints();
this.#lastTime = this.#currentTime - (this.#deltaTime % this.#interval);
}
}
render(sourceRect: DOMRectReadOnly, targetRect: DOMRectReadOnly) {
if (this.#rope === null) {
const args = {
start: { x: 100, y: this.#canvas.height / 2 },
end: { x: this.#canvas.width - 100, y: this.#canvas.height / 2 },
resolution: 5,
mass: 1,
damping: 0.99,
gravity: { x: 0, y: 3000 },
solverIterations: 600,
ropeSize: 2,
};
this.#points = Rope.generate(
{ x: 100, y: this.#canvas.height / 2 },
{ x: this.#canvas.width - 100, y: this.#canvas.height / 2 },
5,
1,
0.99
);
this.#points = Rope.generate(args.start, args.end, args.resolution, args.mass, args.damping);
this.#rope = new Rope(this.#points, 600);
this.#rope = new Rope(this.#points, args.solverIterations);
this.#lastTime = 0;
this.#currentTime = 0;
this.#deltaTime = 0;
const tick = (dt) => {
this.#rope?.update(args.gravity, dt);
};
const drawRopePoints = (points, width) => {
for (let i = 0; i < points.length; i++) {
let p = points[i];
const prev = i > 0 ? points[i - 1] : null;
if (prev) {
this.#context.beginPath();
this.#context.moveTo(prev.pos.x, prev.pos.y);
this.#context.lineTo(p.pos.x, p.pos.y);
this.#context.lineWidth = width;
this.#context.strokeStyle = 'black';
this.#context.stroke();
}
}
};
//render a rope using the verlet points
const draw = (dt) => {
drawRopePoints(this.#points, args.ropeSize);
};
const app = new App(this.#canvas, this.#context, tick, draw);
app.start();
this.tick(performance.now());
}
const startingPoint = this.#rope.getPoint(0);
const startingPoint = this.#points.at(0);
const endingPoint = this.#points.at(-1);
if (startingPoint === undefined || endingPoint === undefined) return;
startingPoint.pos.x = sourceRect.x + sourceRect.width / 2;
startingPoint.pos.y = sourceRect.y + sourceRect.height / 2;
const endingPoint = this.#rope.getPoint(-1);
endingPoint.pos.x = targetRect.x + targetRect.width / 2;
endingPoint.pos.y = targetRect.y + targetRect.height / 2;
}
drawRopePoints() {
this.#context.clearRect(0, 0, this.#canvas.width, this.#canvas.height);
for (let i = 0; i < this.#points.length; i++) {
let p = this.#points[i];
const prev = i > 0 ? this.#points[i - 1] : null;
if (prev) {
this.#context.beginPath();
this.#context.moveTo(prev.pos.x, prev.pos.y);
this.#context.lineTo(p.pos.x, p.pos.y);
this.#context.lineWidth = 2;
this.#context.strokeStyle = 'black';
this.#context.stroke();
}
}
}
}