[WIP] New Demo

This commit is contained in:
Mahdi Dibaiee 2015-01-28 19:26:03 +03:30
parent 5af08e5cd7
commit fc7d76637d
13 changed files with 289 additions and 35 deletions

126
build.js
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@ -507,15 +507,113 @@
System.register("src/lib/play", ["src/lib/frames", "src/lib/gravity", "src/main"], function ($__export) {
System.register("src/lib/forces/global-gravity", ["src/lib/vector", "src/main"], function ($__export) {
"use strict";
var __moduleName = "src/lib/forces/global-gravity";
var Vector, Bolt;
function GlobalGravity(mass) {
var g = arguments[1] !== void 0 ? arguments[1] : Bolt.ugravitation || 10;
this.force = new Vector(0, -mass * g, 0);
}
return {
setters: [function (m) {
Vector = m["default"];
}, function (m) {
Bolt = m["default"];
}],
execute: function () {
GlobalGravity.prototype.apply = function (particle, duration) {
particle.acceleration.add(this.force);
};
$__export("default", GlobalGravity);
}
};
});
System.register("src/lib/forces/gravity", ["src/lib/vector", "src/main"], function ($__export) {
"use strict";
var __moduleName = "src/lib/forces/gravity";
var Vector, Bolt;
function Gravity(o1, o2) {
var mass = o1.mass * o2.mass;
var g = Bolt.ugravitation || 10;
var acc = mass * g;
var distance = new Vector(o1.position.x - o2.position.x, o1.position.y - o2.position.y, o1.position.z - o2.position.z);
this.force = new Vector(acc / (distance.x * distance.x), acc / (distance.y * distance.y), acc / (distance.z * distance.z));
}
return {
setters: [function (m) {
Vector = m["default"];
}, function (m) {
Bolt = m["default"];
}],
execute: function () {
Gravity.prototype.apply = function (particle, duration) {
particle.acceleration.add(this.force);
};
$__export("default", Gravity);
}
};
});
System.register("src/lib/force", ["src/lib/vector", "src/lib/forces/global-gravity", "src/lib/forces/gravity"], function ($__export) {
"use strict";
var __moduleName = "src/lib/force";
var Vector, GlobalGravity, Gravity, Force;
return {
setters: [function (m) {
Vector = m["default"];
}, function (m) {
GlobalGravity = m["default"];
}, function (m) {
Gravity = m["default"];
}],
execute: function () {
Force = {
registry: [],
generators: {
GlobalGravity: GlobalGravity,
Gravity: Gravity
},
add: function (particle, force) {
this.registry.push([particle, force]);
return this.forces;
},
remove: function (particle, force) {
var reg = this.registry;
this.registry.forEach(function (el, i) {
if (el[0] === particle && el[1] === force) reg.splice(i, 1);
});
},
clear: function () {
this.registry.length = 0;
},
run: function (duration) {
this.registry.forEach(function (el) {
el[1].apply(el[0], duration);
});
}
};
$__export("default", Force);
}
};
});
System.register("src/lib/play", ["src/lib/frames", "src/lib/force", "src/main"], function ($__export) {
"use strict";
var __moduleName = "src/lib/play";
var Frames, Gravity, Bolt, reqAnimFrame, cancelAnimFrame, Play;
var Frames, Force, Bolt, reqAnimFrame, cancelAnimFrame, Play;
return {
setters: [function (m) {
Frames = m["default"];
}, function (m) {
Gravity = m["default"];
Force = m["default"];
}, function (m) {
Bolt = m["default"];
}],
@ -532,13 +630,14 @@
len = Bolt.objects.length; i < len; i++) {
var object = Bolt.objects[i];
if (Bolt.configs.globalGravity) {
var force = Gravity.global(object.inverseMass);
object.position.add(object.velocity.clone().scalar(Frames.elapsed));
var acc = object.acceleration.clone();
acc.add(force);
object.velocity.add(acc.scalar(Frames.elapsed));
object.velocity.scalar(Math.pow(object.damping, Frames.elapsed));
var gravity = new Force.generators.GlobalGravity(object.mass);
Force.add(object, gravity);
}
object.position.add(object.velocity.clone().scalar(Frames.elapsed));
object.acceleration.scalar(Frames.elapsed);
object.velocity.add(object.acceleration);
Force.run();
Force.clear();
}
if (fn) fn.apply(this, arguments);
loop();
@ -561,10 +660,10 @@
System.register("src/main", ["src/lib/vector", "src/lib/particle", "src/lib/gravity", "src/lib/frames", "src/lib/play"], function ($__export) {
System.register("src/main", ["src/lib/vector", "src/lib/particle", "src/lib/gravity", "src/lib/frames", "src/lib/play", "src/lib/force"], function ($__export) {
"use strict";
var __moduleName = "src/main";
var Vector, Particle, Gravity, Frames, Play, Bolt;
var Vector, Particle, Gravity, Frames, Play, Force, Bolt;
return {
setters: [function (m) {
Vector = m["default"];
@ -576,6 +675,8 @@
Frames = m["default"];
}, function (m) {
Play = m["default"];
}, function (m) {
Force = m["default"];
}],
execute: function () {
Bolt = {
@ -591,7 +692,8 @@
Particle: Particle,
Gravity: Gravity,
Frames: Frames,
Play: Play
Play: Play,
Force: Force
};
window.Bolt = Bolt;
$__export("default", Bolt);

File diff suppressed because one or more lines are too long

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@ -55,7 +55,7 @@ Bolt.Play.start(function() {
fireworks.push(new Firework({
type: 0,
position: Bolt.Vector(window.innerWidth/4, 0, 0),
mass: 4
mass: 2
}));
count = 0;
}
@ -79,7 +79,7 @@ Bolt.Play.start(function() {
type: 1,
position: fw.particle.position.clone(),
velocity: vel,
mass: 2
mass: 1
});
fireworks.push(childFirework);
}

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@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Bolt</title>
<title>Bolt | Fireworks Demo</title>
</head>
<body style="margin: 0">
<p style="position: absolute;top:5px;left:10px;" id='fps'></p>

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@ -0,0 +1,68 @@
var world = new LiThree.World(),
renderer = new LiThree.WebGLRenderer(window.innerWidth, window.innerHeight, world),
camera = renderer.camera;
camera.position.z -= 10;
var light = new LiThree.Light.Point();
light.diffuseColor.hex = '#16A086';
light.position.x = -10;
light.position.z = -20;
light.position.y = 0;
world.add(light);
// renderer.canvas.style.setProperty('background', 'black');
var mouse = new Bolt.Particle({
position: Bolt.Vector(0, 0, 0),
mass: 1
});
var middle = new Bolt.Vector(window.innerWidth / 2, window.innerHeight / 2, 0);
for(var i = 0; i < 20; i++) {
var p = new Bolt.Particle({
position: middle.clone(),
mass: 1
});
var sphere = new LiThree.ObjectFactory.Sphere(50, 20, 20);
sphere.color.rgb(0.2, 0.2, 0.2);
world.add(sphere);
p.view = sphere;
}
renderer.initShapes();
function syncPositions(particle) {
particle.view.position.x = particle.position.x;
particle.view.position.y = particle.position.y;
particle.view.position.z = particle.position.z;
}
Bolt.configs.globalGravity = false;
Bolt.Play.start(function() {
// i = 1 Ignore mouse
for(var i = 1, len = Bolt.objects.length; i < len; i++) {
var p = Bolt.objects[i];
// var mouseGravity = new Bolt.Force.generators.Gravity(p, mouse);
// Bolt.Force.add(p, mouseGravity);
syncPositions(p);
}
renderer.draw();
});
document.body.appendChild(renderer.canvas);
renderer.canvas.addEventListener('mousemove', function(e) {
mouse.position.x = e.pageX;
mouse.position.y = e.pageY;
});

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@ -0,0 +1,14 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Bolt | Mouse Gravitation Demo</title>
</head>
<body style="margin: 0">
<p style="position: absolute;top:5px;left:10px;" id='fps'></p>
<script src='../../build.js'></script>
<script src='lithree.min.js'></script>
<script src='demo.js'></script>
</body>
</html>

File diff suppressed because one or more lines are too long

33
src/lib/force.js Normal file
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@ -0,0 +1,33 @@
import Vector from './vector';
import GlobalGravity from './forces/global-gravity';
import Gravity from './forces/gravity';
var Force = {
registry: [],
generators: {
GlobalGravity: GlobalGravity,
Gravity: Gravity
},
add: function(particle, force) {
this.registry.push([particle, force]);
return this.forces;
},
remove: function(particle, force) {
var reg = this.registry;
this.registry.forEach(function(el, i) {
if(el[0] === particle && el[1] === force) reg.splice(i, 1);
});
},
clear: function() {
this.registry.length = 0;
},
run: function(duration) {
this.registry.forEach(function(el) {
// force.run(particle, duration);
el[1].apply(el[0], duration);
});
}
};
export default Force;

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@ -0,0 +1,12 @@
import Vector from '../vector';
import Bolt from '../../main';
function GlobalGravity(mass, g = Bolt.ugravitation || 10) {
this.force = new Vector(0, -mass*g, 0);
}
GlobalGravity.prototype.apply = function(particle, duration) {
particle.acceleration.add(this.force);
};
export default GlobalGravity;

26
src/lib/forces/gravity.js Normal file
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@ -0,0 +1,26 @@
import Vector from '../vector';
import Bolt from '../../main';
function Gravity(o1, o2) {
var mass = o1.mass * o2.mass;
var g = Bolt.ugravitation || 10;
var acc = mass*g;
var distance = new Vector(
o1.position.x - o2.position.x,
o1.position.y - o2.position.y,
o1.position.z - o2.position.z
);
this.force = new Vector(
acc / (distance.x*distance.x),
acc / (distance.y*distance.y),
acc / (distance.z*distance.z)
);
}
Gravity.prototype.apply = function(particle, duration) {
particle.acceleration.add(this.force);
};
export default Gravity;

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@ -30,6 +30,6 @@ Object.defineProperties(Particle.prototype, {
Particle.prototype.destroy = function() {
return Bolt.objects.splice(Bolt.objects.indexOf(this), 1);
}
};
export default Particle;

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@ -1,5 +1,5 @@
import Frames from './frames';
import Gravity from './gravity';
import Force from './force';
import Bolt from '../main';
@ -22,29 +22,24 @@ var Play = {
(function loop() {
reqAnimFrame(function(now) {
// ctx.clearRect(0, 0, canvas.width, canvas.height);
// ctx.fillStyle = 'black';
// ctx.fillRect(0, 0, canvas.width, canvas.height);
var avg = Frames.tick(now);
for(var i = 0, len = Bolt.objects.length; i < len; i++) {
var object = Bolt.objects[i];
if(Bolt.configs.globalGravity) {
var force = Gravity.global(object.inverseMass);
object.position.add(object.velocity.clone().scalar(Frames.elapsed));
var acc = object.acceleration.clone();
acc.add(force);
object.velocity.add(acc.scalar(Frames.elapsed));
object.velocity.scalar(Math.pow(object.damping, Frames.elapsed));
// ctx.beginPath();
// ctx.fillStyle = object.color;
// ctx.arc(object.position.x, object.position.y, object.mass, 0, 2*Math.PI);
// ctx.fill();
var gravity = new Force.generators.GlobalGravity(object.mass);
Force.add(object, gravity);
}
object.position.add(object.velocity.clone().scalar(Frames.elapsed));
// object.velocity.scalar(Math.pow(object.damping, Frames.elapsed));
object.acceleration.scalar(Frames.elapsed);
object.velocity.add(object.acceleration);
Force.run();
Force.clear();
}
if(fn) fn.apply(this, arguments);

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@ -3,6 +3,7 @@ import Particle from './lib/particle';
import Gravity from './lib/gravity';
import Frames from './lib/frames';
import Play from './lib/play';
import Force from './lib/force';
var Bolt = {
configs: {
@ -22,7 +23,8 @@ var Bolt = {
Particle: Particle,
Gravity: Gravity,
Frames: Frames,
Play: Play
Play: Play,
Force: Force
};
window.Bolt = Bolt;