Files
Superalgos/FloatingSpace/FloatingObject.js
T

462 lines
15 KiB
JavaScript

function newFloatingObject () {
const MODULE_NAME = 'Floating Object'
const ERROR_LOG = true
const logger = newWebDebugLog()
logger.fileName = MODULE_NAME
let thisObject = {
fitFunction: undefined,
container: undefined,
positionLocked: false,
isOnFocus: false,
payload: undefined, // This is a reference to an object controlled by a Plotter. The plotter can change its internal value and we will see them from here.
type: undefined, // Currently there are two types of Floating Objects: Profile Balls, and Notes.
currentSpeed: 0, // This is the current speed of the floating object.
currentMass: 0, // This is the current mass of the floating object, including its zoom applied.
friction: 0, // This is a factor that will ultimatelly desacelerate the floating object.
targetFriction: 0,
rawMass: 0, // This is the mass value without zoom.
rawRadius: 0, // This is the radius of this floating object without zoom.
targetRadius: 0, // This is the target radius of the floating object with zoom applied. It should be animated until reaching this value.
isPinned: false,
isFrozen: false,
isTensed: false,
isCollapsed: false,
frozenManually: false,
collapsedManually: false,
getPinStatus: getPinStatus,
getFreezeStatus: getFreezeStatus,
getCollapseStatus: getCollapseStatus,
getTensionStatus: getTensionStatus,
nearbyFloatingObjects: [],
setPosition: setPosition,
pinToggle: pinToggle,
freezeToggle: freezeToggle,
collapseToggle: collapseToggle,
tensionToggle: tensionToggle,
physics: physics,
initializeMass: initializeMass,
initializeRadius: initializeRadius,
initializeImageSize: initializeImageSize,
initializeFontSize: initializeFontSize,
initializeCurrentPosition: initializeCurrentPosition,
radomizeCurrentSpeed: radomizeCurrentSpeed,
drawBackground: drawBackground,
drawMiddleground: drawMiddleground,
drawForeground: drawForeground,
drawOnFocus: drawOnFocus,
updateMass: updateMass, // Function to update the mass when the zoom level changed.
updateRadius: updateRadius, // Function to update the radius when the zoom level changed.
getContainer: getContainer,
finalize: finalize,
initialize: initialize
}
thisObject.container = newContainer()
thisObject.container.initialize(MODULE_NAME, 'Circle')
thisObject.container.isClickeable = true
thisObject.container.isDraggeable = true
thisObject.container.detectMouseOver = true
thisObject.container.frame.radius = 0
thisObject.container.frame.position.x = 0
thisObject.container.frame.position.y = 0
let selfMouseOverEventSubscriptionId
let selfMouseClickEventSubscriptionId
let spaceMouseOverEventSubscriptionId
let spaceFocusAquiredEventSubscriptionId
let lastParentAngle
return thisObject
function finalize () {
thisObject.container.eventHandler.stopListening(selfMouseOverEventSubscriptionId)
thisObject.container.eventHandler.stopListening(selfMouseClickEventSubscriptionId)
canvas.floatingSpace.container.eventHandler.stopListening(spaceMouseOverEventSubscriptionId)
canvas.floatingSpace.container.eventHandler.stopListening(spaceFocusAquiredEventSubscriptionId)
thisObject.container.finalize()
thisObject.container = undefined
thisObject.payload = undefined
thisObject.fitFunction = undefined
thisObject.nearbyFloatingObjects = undefined
}
function initialize (type, payload) {
thisObject.payload = payload
thisObject.type = type
selfMouseOverEventSubscriptionId = thisObject.container.eventHandler.listenToEvent('onMouseOver', onMouseOver)
selfMouseClickEventSubscriptionId = thisObject.container.eventHandler.listenToEvent('onMouseClick', onMouseClick)
/* To consider that this object lost the focus, we monitor the space for 2 key events */
spaceMouseOverEventSubscriptionId = canvas.floatingSpace.container.eventHandler.listenToEvent('onMouseOver', mouseOverFlotingSpace)
spaceFocusAquiredEventSubscriptionId = canvas.floatingSpace.container.eventHandler.listenToEvent('onFocusAquired', someoneAquiredFocus)
/* Assign a position and speed */
thisObject.initializeCurrentPosition(thisObject.payload.targetPosition)
thisObject.radomizeCurrentSpeed()
}
function getContainer (point) {
if (thisObject.isCollapsed === true && thisObject.collapsedManually === false) { return }
let container
container = thisObject.payload.uiObject.getContainer(point)
if (container !== undefined) { return container }
if (thisObject.container.frame.isThisScreenPointHere(point) === true) {
return thisObject.container
} else {
return undefined
}
}
function getPinStatus () {
return thisObject.isPinned
}
function pinToggle () {
if (thisObject.isPinned !== true) {
thisObject.isPinned = true
thisObject.positionLocked = true
} else {
thisObject.isPinned = false
}
return thisObject.isPinned
}
function getFreezeStatus () {
return thisObject.isFrozen
}
function getCollapseStatus () {
return thisObject.isCollapsed
}
function getTensionStatus () {
return thisObject.isTensed
}
function freezeToggle () {
if (thisObject.isFrozen !== true) {
thisObject.isFrozen = true
thisObject.frozenManually = true
} else {
thisObject.isFrozen = false
thisObject.frozenManually = false
}
return thisObject.isFrozen
}
function collapseToggle () {
if (thisObject.isCollapsed !== true) {
thisObject.isCollapsed = true
thisObject.collapsedManually = true
} else {
thisObject.isCollapsed = false
thisObject.collapsedManually = false
}
return thisObject.isCollapsed
}
function tensionToggle () {
if (thisObject.isTensed !== true) {
thisObject.isTensed = true
thisObject.tensedManually = true
} else {
thisObject.isTensed = false
thisObject.tensedManually = false
}
return thisObject.isTensed
}
function physics () {
thisObjectPhysics()
thisObject.payload.uiObject.physics()
frozenPhysics()
collapsePhysics()
tensionPhysics()
}
function frozenPhysics () {
if (thisObject.frozenManually === false) {
let parent = thisObject.payload.chainParent
if (parent !== undefined) {
thisObject.isFrozen = parent.payload.floatingObject.isFrozen
}
}
}
function collapsePhysics () {
if (thisObject.collapsedManually === false) {
let parent = thisObject.payload.chainParent
if (parent !== undefined) {
thisObject.isCollapsed = parent.payload.floatingObject.isCollapsed
}
}
}
function tensionPhysics () {
/* Tension Effect */
if (thisObject.isTensed === true) {
let parent = thisObject.payload.chainParent
if (parent !== undefined) {
let distanceToChainParent = Math.sqrt(Math.pow(parent.payload.position.x - thisObject.container.frame.position.x, 2) + Math.pow(parent.payload.position.y - thisObject.container.frame.position.y, 2)) // ... we calculate the distance ...
let parentChildren = canvas.strategySpace.workspace.nodeChildren.childrenCount(parent, thisObject.payload.node)
let axisCount = parentChildren.childrenCount
let axisIndex = parentChildren.childIndex
let baseAngle = 0
if (axisIndex === undefined) {
axisCount = 1
axisIndex = axisCount
}
if (parent.payload.chainParent !== undefined && parent.payload.angle !== undefined) {
axisCount++
axisIndex++
baseAngle = parent.payload.angle + 180
lastParentAngle = parent.payload.angle
} else {
if (lastParentAngle !== undefined) {
axisCount++
axisIndex++
baseAngle = lastParentAngle + 180
}
}
let angleStep = 360 / axisCount
thisObject.payload.angle = baseAngle + (axisIndex - 1) * angleStep
if (thisObject.payload.angle >= 360) {
thisObject.payload.angle = thisObject.payload.angle - 360
}
newPosition = {
x: parent.payload.position.x + distanceToChainParent * Math.cos(toRadians(thisObject.payload.angle)),
y: parent.payload.position.y + distanceToChainParent * Math.sin(toRadians(thisObject.payload.angle))
}
if (isNaN(newPosition.x) === false) {
thisObject.container.frame.position.x = newPosition.x
}
if (isNaN(newPosition.y) === false) {
thisObject.container.frame.position.y = newPosition.y
}
}
}
}
function thisObjectPhysics () {
// The radius also have a target.
if (Math.abs(thisObject.container.frame.radius - thisObject.targetRadius) >= 15) {
if (thisObject.container.frame.radius < thisObject.targetRadius) {
thisObject.container.frame.radius = thisObject.container.frame.radius + 15
} else {
thisObject.container.frame.radius = thisObject.container.frame.radius - 15
}
thisObject.container.eventHandler.raiseEvent('Dimmensions Changed', event)
}
// The imageSize also have a target.
if (Math.abs(thisObject.currentImageSize - thisObject.targetImageSize) >= 10) {
if (thisObject.currentImageSize < thisObject.targetImageSize) {
thisObject.currentImageSize = thisObject.currentImageSize + 10
} else {
thisObject.currentImageSize = thisObject.currentImageSize - 10
}
}
// The fontSize also have a target.
if (Math.abs(thisObject.currentFontSize - thisObject.targetFontSize) >= 1) {
if (thisObject.currentFontSize < thisObject.targetFontSize) {
thisObject.currentFontSize = thisObject.currentFontSize + 1
} else {
thisObject.currentFontSize = thisObject.currentFontSize - 1
}
}
/* Floating object position in screen coordinates */
thisObject.payload.position.x = thisObject.container.frame.position.x
thisObject.payload.position.y = thisObject.container.frame.position.y
}
function onMouseOver (point) {
if (thisObject.isOnFocus === false) {
thisObject.targetRadius = thisObject.rawRadius * 6.0
thisObject.targetImageSize = thisObject.rawImageSize * 2.0
thisObject.targetFontSize = thisObject.rawFontSize * 2.0
thisObject.payload.uiObject.container.eventHandler.raiseEvent('onFocus', point)
thisObject.positionLocked = true
canvas.floatingSpace.container.eventHandler.raiseEvent('onFocusAquired', thisObject.container)
thisObject.isOnFocus = true
}
}
function mouseOverFlotingSpace (point) {
removeFocus()
}
function someoneAquiredFocus (container) {
if (container.id !== thisObject.container.id) {
removeFocus()
}
}
function removeFocus () {
if (thisObject.isOnFocus === true) {
thisObject.targetRadius = thisObject.rawRadius * 1
thisObject.targetImageSize = thisObject.rawImageSize * 1
thisObject.targetFontSize = thisObject.rawFontSize * 1
thisObject.payload.uiObject.container.eventHandler.raiseEvent('onNotFocus')
if (thisObject.isPinned !== true) {
thisObject.positionLocked = false
}
thisObject.isOnFocus = false
}
}
function onMouseClick (pPoint) {
let event = {
point: pPoint,
parent: thisObject
}
thisObject.payload.uiObject.container.eventHandler.raiseEvent('onMouseClick', event)
}
function drawBackground () {
if (thisObject.isCollapsed === true && thisObject.collapsedManually === false) { return }
thisObject.payload.uiObject.drawBackground()
}
function drawMiddleground () {
if (thisObject.isCollapsed === true && thisObject.collapsedManually === false) { return }
thisObject.payload.uiObject.drawMiddleground()
}
function drawForeground () {
if (thisObject.isCollapsed === true && thisObject.collapsedManually === false) { return }
thisObject.payload.uiObject.drawForeground()
}
function drawOnFocus () {
thisObject.payload.uiObject.drawOnFocus()
}
function initializeMass (suggestedValue) {
let mass = suggestedValue
if (mass < 0.1) {
mass = 0.1
}
thisObject.rawMass = mass
thisObject.currentMass = mass
}
function initializeRadius (suggestedValue) {
let radius = suggestedValue
if (radius < 2) {
radius = 2
}
thisObject.rawRadius = radius
thisObject.targetRadius = radius
thisObject.container.frame.radius = radius / 3
thisObject.container.eventHandler.raiseEvent('Dimmensions Changed', event)
}
function initializeImageSize (suggestedValue) {
var size = suggestedValue
if (size < 2) {
size = 2
}
thisObject.rawImageSize = size
thisObject.targetImageSize = size
thisObject.currentImageSize = size / 3
}
function initializeFontSize (suggestedValue) {
var size = suggestedValue
if (size < 3) {
size = 3
}
thisObject.rawFontSize = size
thisObject.targetFontSize = size
thisObject.currentFontSize = size / 3
}
function initializeCurrentPosition (arroundPoint) {
let position = {}
if (thisObject.payload.position === undefined) {
position = {
x: Math.floor((Math.random() * (200) - 100)) + arroundPoint.x,
y: Math.floor((Math.random() * (200) - 100)) + arroundPoint.y
}
} else {
position = {
x: thisObject.payload.position.x,
y: thisObject.payload.position.y
}
}
setPosition(position)
}
function setPosition (position) {
thisObject.container.frame.position.x = position.x
thisObject.container.frame.position.y = position.y
thisObject.payload.position = {}
thisObject.payload.position.x = position.x
thisObject.payload.position.y = position.y
}
function radomizeCurrentSpeed () {
var initialXDirection
var randomX = Math.floor((Math.random() * 10) + 1)
if (randomX > 5) {
initialXDirection = 1
} else {
initialXDirection = -1
}
var initialYDirection
var randomY = Math.floor((Math.random() * 10) + 1)
if (randomY > 5) {
initialYDirection = 1
} else {
initialYDirection = -1
}
var velocity = {
x: initialXDirection * Math.floor((Math.random() * 300) + 1) / 100,
y: initialYDirection * Math.floor((Math.random() * 300) + 1) / 100
}
thisObject.currentSpeed = velocity
}
function updateMass () {
}
function updateRadius () {
}
}