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renderer.js
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126 lines (101 loc) · 3.27 KB
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var canvas
var ctx
var charges
var imgData
var pixPerCell
var lastTime = 0
const k = 50
const smallestPassingDistanceSquared = 1 ** 2
onmessage = function (e) {
if ('update' in e.data) {
for (var key of e.data.update) {
this[key] = e.data[key]
}
} else {
canvas = e.data.canvas;
ctx = canvas.getContext('2d');
pixPerCell = e.data.pixPerCell;
charges = e.data.charges;
imgData = ctx.getImageData(0,0, canvas.width, canvas.height)
loop()
}
}
function getFieldVector(x, y) {
// Get the field vector and strength at an abritrary position
// in the grid
vec = {x:0, y:0, strength:0}
for (var charge of charges) {
dx = (x - charge.x)
dx2 = dx * dx;
dy = (y - charge.y)
dy2 = dy * dy
r2 = dx2 + dy2
// Check to ensure r2 is > 0
if (r2 < smallestPassingDistanceSquared) r2 = smallestPassingDistanceSquared
// Calculate the field strength due to this charge
strength = k * charge.q / (r2)
// Add it to the field vectors
vec.x += strength * (dx2/r2) * Math.sign(dx)
vec.y += strength * (dy2/r2) * Math.sign(dy)
vec.strength += strength
}
return vec
}
function loop() {
draw()
requestAnimationFrame(loop)
}
function getColor(dist) {
return [dist*4, Math.abs(4*dist/10) , -1*dist*4]
}
function draw() {
// Clear the canvas
ctx.clearRect(0,0, canvas.width, canvas.height)
// Set the index
var index = 0;
var offset = 0;
// Render the fields
for (var i=0+pixPerCell/2; i < canvas.width; i +=pixPerCell) {
for (var j=0+pixPerCell/2; j < canvas.height; j += pixPerCell) {
let vec = getFieldVector(j, i)
let strength = vec.strength
var color = getColor(strength)
// var color = [255, 255, 255]
// Old method
// ctx.fillStyle = ['rgb(',color[0],',',color[1],',',color[2],')'].join('')
// ctx.fillRect(i-pixPerCell/2, j-pixPerCell/2, pixPerCell, pixPerCell)
for (var k = 0; k < pixPerCell * pixPerCell; k++) {
offset = (k % pixPerCell) + ((k/pixPerCell) | 0)*canvas.width
offset *= 4
imgData.data[index + offset + 0] = color[0]
imgData.data[index + offset + 1] = color[1]
imgData.data[index + offset + 2] = color[2]
imgData.data[index + offset + 3] = 255
}
index += 4*pixPerCell
}
index += 4 * (pixPerCell-1) * canvas.height
}
ctx.putImageData(imgData, 0,0)
// Draw each charge
for (charge of charges) {
ctx.fillStyle = 'white'
ctx.fillRect(charge.x, charge.y, 1, 1)
}
// Draw each trail
ctx.beginPath()
for (charge of charges) {
ctx.moveTo(charge.trail[0].x, charge.trail[0].y)
for (pos of charge.trail) {
ctx.lineTo(pos['x'], pos['y'])
}
}
ctx.strokeStyle = 'white'
ctx.stroke();
// Draw FPS
// ctx.font = '60px sans-serif white'
// var delta = (performance.now() - lastTime)/1000
// lastTime = performance.now()
// var fps = 1/delta
// ctx.fillText('FPS: ' + Math.round(fps, 2), 230, 200)
}