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// Single particle movement.
// Goal: per-frame decisions
// 20 x 20 grid
// The trickiest portion of this iteration was animating the curved paths. Calculating arc length (for scalar speed) along an elliptical
// geometry is quite difficult, so the current solution uses circular paths, which change radius and sometimes rotation after a random
// number of frames have emitted. A smoothstep cubic curve was considered, but maintaining consistent entry and exit angles will affect
// performance for large particle counts.
// Another tricky part was the wall avoidance and vision grid.
// This algorithm travels a random period of time around a random arc.
// If a wall is detected, a 180-degree turn is executed.
import Rx, { Observable } from 'rxjs';
import AnimationBase from './animation0';
import DOM from './dom';
import Store from './store';
const speed = 4;
const grid = {};
const t45 = Math.PI / 4;
const t90 = Math.PI / 2;
const t270 = 3 * Math.PI / 2;
const t360 = Math.PI * 2;
const movementCircle = document.createElement('div');
movementCircle.className = 'anim3-movement-circle';
const particle = document.createElement('div');
particle.className = 'anim3-particle';
// const visionGridPoints = calculateVisionGridPoints();
function move(store) {
let {
arc,
clockwise,
frame,
particleX,
particleY,
} = store.get();
const delta = speed / arc.r;
arc.t += (clockwise ? -delta : +delta);
arc.t = (arc.t > 0 ? arc.t % t360 : t360 - arc.t);
// const intersections = detectWall(store);
//
// if (intersections.length > 0) {
// const { xs, ys } = intersections.reduce(
// ({ xs, ys }, {x, y}) => ({ xs: xs + x, ys: ys + y }),
// { xs: 0, ys: 0 }
// );
//
// const avgX = xs / intersections.length;
// const avgY = ys / intersections.length;
//
// const v = Math.atan((particleY - avgY) / (particleX - avgX));
// // console.warn(Math.round(v * 180 / Math.PI))
//
// const modifier = Math.max(Math.round(v * 180 / Math.PI), 20);
//
// arc = modifyArc(arc, 20);
// // } else if (Math.random() < 0.005) {
// // console.warn('changing direction')
// // clockwise = !clockwise;
// // arc = changeDirection(arc);
// } else {
// arc = modifyArc(arc, 300);
// }
particleX = arc.x + arc.r * Math.cos(arc.t);
particleY = arc.y - arc.r * Math.sin(arc.t);
frame += 1;
store.set({
arc,
clockwise,
frame,
particleX,
particleY,
});
}
// generate next arc:
// starting point will be locked
// starting angle will be locked
// therefore tangential
function modifyArc(arc, newRadius) {
const r0 = arc.r;
const r1 = newRadius;
arc.x -= (r1 - r0) * Math.cos(arc.t);
arc.y += (r1 - r0) * Math.sin(arc.t);
arc.r = r1;
return arc;
}
function changeDirection(arc) {
arc.t = (arc.t + Math.PI) % t360;
arc.x -= (2 * arc.r) * Math.cos(arc.t);
arc.y += (2 * arc.r) * Math.sin(arc.t);
return arc;
}
// function detectWall(store) {
// const len = visionGridPoints.length;
//
// const { arc, clockwise, particleX, particleY } = store.get();
//
// const r0 = Math.min(arc.t, arc.t - Math.PI);
// const r1 = Math.max(arc.t, arc.t + Math.PI);
//
// const gridX = particleX - particleX % 5;
// const gridY = particleY - particleY % 5;
//
// return visionGridPoints.reduce((acc, point) => {
// const xx = gridX + point.x;
// const yy = gridY - point.y;
// const alpha = point.alpha;
//
// if (grid[xx] && grid[xx][yy] && grid[xx][yy].type === 'wall') {
// if (clockwise === false && alpha >= 0 && alpha <= r0) {
// acc.push(point);
// } else if (clockwise === false && alpha >= arc.t && alpha <= r1) {
// acc.push(point);
// } else if (clockwise === true) {
// acc.push(point);
// }
// }
//
// return acc;
// }, []);
// }
function transformParticle(store) {
const { arc, clockwise, particleX, particleY } = store.get();
const rad = clockwise ? Math.PI - arc.t : t360 - arc.t;
particle.style.left = `${particleX}px`;
particle.style.top = `${particleY}px`;
particle.style.transform = `rotate(${rad}rad)`;
}
function transformVisionGrid(store) {
const {
arc,
clockwise,
particleX,
particleY,
radius,
} = store.get();
const r0 = Math.min(arc.t, arc.t - Math.PI);
const r1 = Math.max(arc.t, arc.t + Math.PI);
const gridX = particleX - particleX % 5;
const gridY = particleY - particleY % 5;
visionGridPoints.forEach(({ x, y, alpha, div }, i) => {
if (alpha >= 0 && alpha <= r0) {
div.style.display = (clockwise ? 'none' : 'block');
// div.className = (clockwise ? 'anim3-dot removed' : 'anim3-dot');
} else if (alpha >= arc.t && alpha <= r1) {
div.style.display = (clockwise ? 'none' : 'block');
// div.className = (clockwise ? 'anim3-dot removed' : 'anim3-dot');
} else {
div.style.display = (clockwise ? 'block' : 'none');
// div.className = (clockwise ? 'anim3-dot' : 'anim3-dot removed');
}
div.style.left = `${x + gridX}px`;
div.style.top = `${-y + gridY}px`;
});
}
// function calculateVisionGridPoints() {
// const gridSize = 5;
// const visionRadius = 50;
//
// const squareGrid = [];
// for (let x = -visionRadius; x <= visionRadius; x += gridSize) {
// for (let y = -visionRadius; y <= visionRadius; y += gridSize) {
// let alpha = Math.atan(y / x);
//
// if (x === 0 && y === 0) {
// alpha = 0;
// } else if (x === 0 && y < 0) {
// alpha = t270;
// } else if (y === 0 && x < 0) {
// alpha = Math.PI;
// } else if (x === 0 && y > 0) {
// alpha = t90;
// } else if (x < 0 && y < 0) {
// alpha = alpha + Math.PI;
// } else if (x <= 0) {
// alpha = Math.PI + alpha;
// } else if (y < 0) {
// alpha = 2 * Math.PI + alpha;
// }
//
// squareGrid.push({ x, y, alpha });
// }
// }
//
// const r0 = Math.pow(visionRadius, 2);
// const r1 = Math.pow(visionRadius - gridSize, 2);
//
// return squareGrid.reduce((acc, point) => {
// const p = Math.pow(point.x, 2) + Math.pow(point.y, 2);
// if (p > r0 || p < r1) {
// return acc;
// }
//
// const div = document.createElement('div');
// div.className = 'anim3-dot';
//
// acc.push(Object.assign(point, { div }));
// return acc;
// }, []);
// }
function reset() {
while (DOM.container.childNodes.length) {
DOM.container.removeChild(DOM.container.firstChild);
}
const store = new Store({
arc: {
r: Math.round(Math.random() * 200) + 100,
t: Math.random() * t360,
x: 300,
y: 300,
},
clockwise: false,
});
move(store);
transformParticle(store);
// transformMovementCircle(store);
// transformVisionGrid(store);
DOM.container.appendChild(particle);
DOM.container.appendChild(movementCircle);
// visionGridPoints.forEach(point => {
// DOM.container.appendChild(point.div);
// });
return store;
};
function init() {
const store = reset();
for (let x = 0; x <= 600; x += 5) {
grid[x] = {};
for (let y = 0; y <= 600; y += 5) {
grid[x][y] = { type: null };
if (x === 0 || y === 0 || x === 600 || y === 600) {
grid[x][y] = { type: 'wall' };
}
}
}
const stop$ = Rx.Observable.fromEvent(DOM.container, 'stop');
const fps$ = Rx.Observable.interval(1000 / 32)
.map(i => store.bind(null, i))
// .take(300)
// .take(15)
.takeUntil(stop$); console.error("CLICK TO STOP");
const click$ = Rx.Observable.fromEvent(DOM.container, 'click');
click$.subscribe(() => {
DOM.container.dispatchEvent(new CustomEvent('stop'));
});
fps$.subscribe(move);
fps$.subscribe(transformParticle);
fps$.subscribe(transformVisionGrid);
// fps$.subscribe(transformMovementCircle);
};
const Animation3 = Object.assign({}, AnimationBase, { init, reset });
export default Animation3;