[WIP] New Demo ✨
This commit is contained in:
parent
5af08e5cd7
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126
build.js
126
build.js
@ -507,15 +507,113 @@
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System.register("src/lib/play", ["src/lib/frames", "src/lib/gravity", "src/main"], function ($__export) {
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System.register("src/lib/forces/global-gravity", ["src/lib/vector", "src/main"], function ($__export) {
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"use strict";
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var __moduleName = "src/lib/forces/global-gravity";
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var Vector, Bolt;
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function GlobalGravity(mass) {
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var g = arguments[1] !== void 0 ? arguments[1] : Bolt.ugravitation || 10;
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this.force = new Vector(0, -mass * g, 0);
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}
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return {
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setters: [function (m) {
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Vector = m["default"];
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}, function (m) {
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Bolt = m["default"];
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}],
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execute: function () {
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GlobalGravity.prototype.apply = function (particle, duration) {
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particle.acceleration.add(this.force);
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};
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$__export("default", GlobalGravity);
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}
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};
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});
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System.register("src/lib/forces/gravity", ["src/lib/vector", "src/main"], function ($__export) {
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"use strict";
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var __moduleName = "src/lib/forces/gravity";
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var Vector, Bolt;
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function Gravity(o1, o2) {
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var mass = o1.mass * o2.mass;
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var g = Bolt.ugravitation || 10;
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var acc = mass * g;
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var distance = new Vector(o1.position.x - o2.position.x, o1.position.y - o2.position.y, o1.position.z - o2.position.z);
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this.force = new Vector(acc / (distance.x * distance.x), acc / (distance.y * distance.y), acc / (distance.z * distance.z));
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}
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return {
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setters: [function (m) {
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Vector = m["default"];
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}, function (m) {
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Bolt = m["default"];
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}],
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execute: function () {
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Gravity.prototype.apply = function (particle, duration) {
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particle.acceleration.add(this.force);
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};
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$__export("default", Gravity);
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}
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};
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});
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System.register("src/lib/force", ["src/lib/vector", "src/lib/forces/global-gravity", "src/lib/forces/gravity"], function ($__export) {
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"use strict";
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var __moduleName = "src/lib/force";
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var Vector, GlobalGravity, Gravity, Force;
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return {
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setters: [function (m) {
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Vector = m["default"];
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}, function (m) {
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GlobalGravity = m["default"];
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}, function (m) {
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Gravity = m["default"];
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}],
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execute: function () {
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Force = {
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registry: [],
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generators: {
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GlobalGravity: GlobalGravity,
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Gravity: Gravity
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},
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add: function (particle, force) {
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this.registry.push([particle, force]);
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return this.forces;
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},
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remove: function (particle, force) {
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var reg = this.registry;
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this.registry.forEach(function (el, i) {
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if (el[0] === particle && el[1] === force) reg.splice(i, 1);
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});
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},
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clear: function () {
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this.registry.length = 0;
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},
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run: function (duration) {
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this.registry.forEach(function (el) {
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el[1].apply(el[0], duration);
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});
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}
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};
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$__export("default", Force);
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}
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};
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});
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System.register("src/lib/play", ["src/lib/frames", "src/lib/force", "src/main"], function ($__export) {
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"use strict";
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var __moduleName = "src/lib/play";
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var Frames, Gravity, Bolt, reqAnimFrame, cancelAnimFrame, Play;
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var Frames, Force, Bolt, reqAnimFrame, cancelAnimFrame, Play;
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return {
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setters: [function (m) {
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Frames = m["default"];
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}, function (m) {
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Gravity = m["default"];
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Force = m["default"];
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}, function (m) {
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Bolt = m["default"];
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}],
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@ -532,13 +630,14 @@
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len = Bolt.objects.length; i < len; i++) {
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var object = Bolt.objects[i];
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if (Bolt.configs.globalGravity) {
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var force = Gravity.global(object.inverseMass);
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object.position.add(object.velocity.clone().scalar(Frames.elapsed));
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var acc = object.acceleration.clone();
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acc.add(force);
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object.velocity.add(acc.scalar(Frames.elapsed));
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object.velocity.scalar(Math.pow(object.damping, Frames.elapsed));
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var gravity = new Force.generators.GlobalGravity(object.mass);
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Force.add(object, gravity);
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}
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object.position.add(object.velocity.clone().scalar(Frames.elapsed));
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object.acceleration.scalar(Frames.elapsed);
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object.velocity.add(object.acceleration);
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Force.run();
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Force.clear();
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}
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if (fn) fn.apply(this, arguments);
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loop();
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@ -561,10 +660,10 @@
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System.register("src/main", ["src/lib/vector", "src/lib/particle", "src/lib/gravity", "src/lib/frames", "src/lib/play"], function ($__export) {
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System.register("src/main", ["src/lib/vector", "src/lib/particle", "src/lib/gravity", "src/lib/frames", "src/lib/play", "src/lib/force"], function ($__export) {
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"use strict";
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var __moduleName = "src/main";
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var Vector, Particle, Gravity, Frames, Play, Bolt;
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var Vector, Particle, Gravity, Frames, Play, Force, Bolt;
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return {
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setters: [function (m) {
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Vector = m["default"];
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@ -576,6 +675,8 @@
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Frames = m["default"];
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}, function (m) {
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Play = m["default"];
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}, function (m) {
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Force = m["default"];
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}],
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execute: function () {
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Bolt = {
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@ -591,7 +692,8 @@
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Particle: Particle,
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Gravity: Gravity,
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Frames: Frames,
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Play: Play
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Play: Play,
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Force: Force
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};
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window.Bolt = Bolt;
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$__export("default", Bolt);
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@ -55,7 +55,7 @@ Bolt.Play.start(function() {
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fireworks.push(new Firework({
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type: 0,
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position: Bolt.Vector(window.innerWidth/4, 0, 0),
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mass: 4
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mass: 2
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}));
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count = 0;
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}
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@ -79,7 +79,7 @@ Bolt.Play.start(function() {
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type: 1,
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position: fw.particle.position.clone(),
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velocity: vel,
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mass: 2
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mass: 1
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});
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fireworks.push(childFirework);
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}
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@ -2,7 +2,7 @@
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>Bolt</title>
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<title>Bolt | Fireworks Demo</title>
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</head>
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<body style="margin: 0">
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<p style="position: absolute;top:5px;left:10px;" id='fps'></p>
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demos/mouse-gravitation/demo.js
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demos/mouse-gravitation/demo.js
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@ -0,0 +1,68 @@
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var world = new LiThree.World(),
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renderer = new LiThree.WebGLRenderer(window.innerWidth, window.innerHeight, world),
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camera = renderer.camera;
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camera.position.z -= 10;
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var light = new LiThree.Light.Point();
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light.diffuseColor.hex = '#16A086';
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light.position.x = -10;
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light.position.z = -20;
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light.position.y = 0;
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world.add(light);
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// renderer.canvas.style.setProperty('background', 'black');
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var mouse = new Bolt.Particle({
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position: Bolt.Vector(0, 0, 0),
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mass: 1
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});
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var middle = new Bolt.Vector(window.innerWidth / 2, window.innerHeight / 2, 0);
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for(var i = 0; i < 20; i++) {
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var p = new Bolt.Particle({
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position: middle.clone(),
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mass: 1
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});
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var sphere = new LiThree.ObjectFactory.Sphere(50, 20, 20);
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sphere.color.rgb(0.2, 0.2, 0.2);
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world.add(sphere);
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p.view = sphere;
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}
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renderer.initShapes();
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function syncPositions(particle) {
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particle.view.position.x = particle.position.x;
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particle.view.position.y = particle.position.y;
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particle.view.position.z = particle.position.z;
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}
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Bolt.configs.globalGravity = false;
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Bolt.Play.start(function() {
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// i = 1 Ignore mouse
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for(var i = 1, len = Bolt.objects.length; i < len; i++) {
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var p = Bolt.objects[i];
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// var mouseGravity = new Bolt.Force.generators.Gravity(p, mouse);
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// Bolt.Force.add(p, mouseGravity);
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syncPositions(p);
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}
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renderer.draw();
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});
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document.body.appendChild(renderer.canvas);
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renderer.canvas.addEventListener('mousemove', function(e) {
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mouse.position.x = e.pageX;
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mouse.position.y = e.pageY;
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});
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demos/mouse-gravitation/index.html
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demos/mouse-gravitation/index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>Bolt | Mouse Gravitation Demo</title>
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</head>
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<body style="margin: 0">
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<p style="position: absolute;top:5px;left:10px;" id='fps'></p>
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<script src='../../build.js'></script>
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<script src='lithree.min.js'></script>
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<script src='demo.js'></script>
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</body>
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</html>
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demos/mouse-gravitation/lithree.min.js
vendored
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demos/mouse-gravitation/lithree.min.js
vendored
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File diff suppressed because one or more lines are too long
33
src/lib/force.js
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33
src/lib/force.js
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import Vector from './vector';
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import GlobalGravity from './forces/global-gravity';
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import Gravity from './forces/gravity';
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var Force = {
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registry: [],
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generators: {
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GlobalGravity: GlobalGravity,
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Gravity: Gravity
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},
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add: function(particle, force) {
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this.registry.push([particle, force]);
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return this.forces;
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},
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remove: function(particle, force) {
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var reg = this.registry;
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this.registry.forEach(function(el, i) {
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if(el[0] === particle && el[1] === force) reg.splice(i, 1);
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});
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},
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clear: function() {
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this.registry.length = 0;
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},
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run: function(duration) {
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this.registry.forEach(function(el) {
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// force.run(particle, duration);
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el[1].apply(el[0], duration);
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});
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}
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};
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export default Force;
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src/lib/forces/global-gravity.js
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src/lib/forces/global-gravity.js
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import Vector from '../vector';
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import Bolt from '../../main';
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function GlobalGravity(mass, g = Bolt.ugravitation || 10) {
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this.force = new Vector(0, -mass*g, 0);
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}
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GlobalGravity.prototype.apply = function(particle, duration) {
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particle.acceleration.add(this.force);
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};
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export default GlobalGravity;
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src/lib/forces/gravity.js
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src/lib/forces/gravity.js
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import Vector from '../vector';
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import Bolt from '../../main';
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function Gravity(o1, o2) {
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var mass = o1.mass * o2.mass;
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var g = Bolt.ugravitation || 10;
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var acc = mass*g;
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var distance = new Vector(
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o1.position.x - o2.position.x,
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o1.position.y - o2.position.y,
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o1.position.z - o2.position.z
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);
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this.force = new Vector(
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acc / (distance.x*distance.x),
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acc / (distance.y*distance.y),
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acc / (distance.z*distance.z)
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);
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}
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Gravity.prototype.apply = function(particle, duration) {
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particle.acceleration.add(this.force);
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};
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export default Gravity;
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@ -30,6 +30,6 @@ Object.defineProperties(Particle.prototype, {
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Particle.prototype.destroy = function() {
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return Bolt.objects.splice(Bolt.objects.indexOf(this), 1);
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}
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};
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export default Particle;
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import Frames from './frames';
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import Gravity from './gravity';
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import Force from './force';
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import Bolt from '../main';
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(function loop() {
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reqAnimFrame(function(now) {
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// ctx.clearRect(0, 0, canvas.width, canvas.height);
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// ctx.fillStyle = 'black';
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// ctx.fillRect(0, 0, canvas.width, canvas.height);
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var avg = Frames.tick(now);
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for(var i = 0, len = Bolt.objects.length; i < len; i++) {
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var object = Bolt.objects[i];
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if(Bolt.configs.globalGravity) {
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var force = Gravity.global(object.inverseMass);
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object.position.add(object.velocity.clone().scalar(Frames.elapsed));
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var acc = object.acceleration.clone();
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acc.add(force);
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object.velocity.add(acc.scalar(Frames.elapsed));
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object.velocity.scalar(Math.pow(object.damping, Frames.elapsed));
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// ctx.beginPath();
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// ctx.fillStyle = object.color;
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// ctx.arc(object.position.x, object.position.y, object.mass, 0, 2*Math.PI);
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// ctx.fill();
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var gravity = new Force.generators.GlobalGravity(object.mass);
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Force.add(object, gravity);
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}
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object.position.add(object.velocity.clone().scalar(Frames.elapsed));
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// object.velocity.scalar(Math.pow(object.damping, Frames.elapsed));
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object.acceleration.scalar(Frames.elapsed);
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object.velocity.add(object.acceleration);
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Force.run();
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Force.clear();
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}
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if(fn) fn.apply(this, arguments);
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import Gravity from './lib/gravity';
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import Frames from './lib/frames';
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import Play from './lib/play';
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import Force from './lib/force';
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var Bolt = {
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configs: {
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Particle: Particle,
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Gravity: Gravity,
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Frames: Frames,
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Play: Play
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Play: Play,
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Force: Force
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};
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window.Bolt = Bolt;
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