Basic pin rendering
This commit is contained in:
parent
259786ad98
commit
7427a02842
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@ -1,4 +1,4 @@
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import { SimulationRenderer } from '../classes/SimulationRenderer'
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import { SimulationRenderer } from '../../../modules/simulationRenderer/classes/SimulationRenderer'
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export const clearCanvas = (
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ctx: CanvasRenderingContext2D,
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@ -1,4 +1,4 @@
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import { vector2 } from '../../simulation/classes/Transform'
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import { vector2 } from '../../math/types/vector2'
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export const drawPolygon = (
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ctx: CanvasRenderingContext2D,
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33
src/common/canvas/helpers/drawRotatedSquare.ts
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33
src/common/canvas/helpers/drawRotatedSquare.ts
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import { Transform } from '../../math/classes/Transform'
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import { Material, Shape } from '../../../modules/simulation/types/GateTemplate'
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import { roundRect } from './drawRoundedSquare'
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export const drawRotatedSquare = (
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ctx: CanvasRenderingContext2D,
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{ position, scale, rotation }: Transform,
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shape: Shape
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) => {
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ctx.save()
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ctx.translate(...position)
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ctx.translate(scale[0] / 2, scale[1] / 2)
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ctx.rotate(rotation)
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if (shape.rounded) {
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roundRect(
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ctx,
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-scale[0] / 2,
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-scale[1] / 2,
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scale[0],
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scale[1],
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shape.radius
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)
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ctx.fill()
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} else {
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ctx.fillRect(scale[0] / -2, scale[1] / -2, ...scale)
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}
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ctx.restore()
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}
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23
src/common/canvas/helpers/drawRoundedSquare.ts
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23
src/common/canvas/helpers/drawRoundedSquare.ts
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/**
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* Credit: https://stackoverflow.com/questions/1255512/how-to-draw-a-rounded-rectangle-on-html-canvas
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*/
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export function roundRect(
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ctx: CanvasRenderingContext2D,
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x: number,
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y: number,
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width: number,
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height: number,
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radius: number = 5
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) {
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ctx.beginPath()
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ctx.moveTo(x + radius, y)
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ctx.lineTo(x + width - radius, y)
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ctx.quadraticCurveTo(x + width, y, x + width, y + radius)
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ctx.lineTo(x + width, y + height - radius)
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ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height)
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ctx.lineTo(x + radius, y + height)
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ctx.quadraticCurveTo(x, y + height, x, y + height - radius)
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ctx.lineTo(x, y + radius)
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ctx.quadraticCurveTo(x, y, x + radius, y)
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ctx.closePath()
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}
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14
src/common/canvas/helpers/useTransform.ts
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src/common/canvas/helpers/useTransform.ts
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import { Transform } from '../../math/classes/Transform'
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import { multiply } from '../../../modules/vector2/helpers/basic'
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export const useTransform = (
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ctx: CanvasRenderingContext2D,
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{ position, rotation, scale }: Transform
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) => {
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ctx.translate(...position)
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ctx.translate(scale[0] / 2, scale[1] / 2)
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ctx.rotate(rotation)
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return new Transform(multiply(scale, -0.5), scale, 0)
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}
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@ -1,19 +1,5 @@
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import { allCombinations } from '../helpers/allCombinations'
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import { rotateAroundVector } from '../../vector2/helpers/rotate'
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export type vector2 = [number, number]
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export type vector3 = [number, number, number]
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export type vector4 = [number, number, number, number]
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export type vector8 = [
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number,
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number,
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number,
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number,
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number,
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number,
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number,
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number
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]
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import { allCombinations } from '../../../modules/simulation/helpers/allCombinations'
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import { rotateAroundVector } from '../../../modules/vector2/helpers/rotate'
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export class Transform {
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public constructor(
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this.scale = [this.width, value]
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}
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}
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export type vector2 = [number, number]
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export type vector3 = [number, number, number]
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export type vector4 = [number, number, number, number]
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export type vector8 = [
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number,
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number,
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number,
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number,
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number,
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number,
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number,
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number
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]
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10
src/common/math/helpers/pointInCircle.ts
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src/common/math/helpers/pointInCircle.ts
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import { vector2 } from '../types/vector2'
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import { length, relativeTo } from '../../../modules/vector2/helpers/basic'
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export const pointInCircle = (
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point: vector2,
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center: vector2,
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radius: number
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) => {
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return length(relativeTo(point, center)) < radius
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}
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import { vector2, Transform } from '../../simulation/classes/Transform'
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import { Transform } from '../classes/Transform'
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import { vector2 } from '../types/vector2'
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export const pointInSquare = (point: vector2, square: Transform) => {
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return (
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1
src/common/math/types/vector2.ts
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1
src/common/math/types/vector2.ts
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export type vector2 = [number, number]
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1
src/common/math/types/vector3.ts
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1
src/common/math/types/vector3.ts
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export type vector3 = [number, number, number]
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1
src/common/math/types/vector4.ts
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1
src/common/math/types/vector4.ts
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export type vector4 = [number, number, number, number]
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10
src/common/math/types/vector8.ts
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src/common/math/types/vector8.ts
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export type vector8 = [
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number,
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number,
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number,
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number,
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number,
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number,
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number,
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number
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]
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display: block;
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overflow: hidden;
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}
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canvas {
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background-color: #222222;
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}
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public constructor(props: {}) {
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super(props)
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const foo = new Gate('blue')
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const bar = new Gate('green')
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const foo = new Gate({
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material: {
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value: 'blue'
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}
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})
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const bar = new Gate({
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material: {
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value: 'green'
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}
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})
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foo.transform.position = [100, 100]
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foo.transform.scale = [70, 70]
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foo.transform.scale = [100, 100]
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bar.transform.position = [200, 200]
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bar.transform.scale = [70, 70]
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bar.transform.position = [400, 200]
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bar.transform.scale = [100, 100]
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this.renderer.simulation.push(foo, bar)
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import { useObservable } from 'rxjs-hooks'
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import { Screen } from '../classes/Screen'
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import { Subject } from 'rxjs'
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import { vector2 } from '../../simulation/classes/Transform'
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import { vector2 } from '../../../common/math/types/vector2'
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const screen = new Screen()
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import { Transform } from './Transform'
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import { Transform } from '../../../common/math/classes/Transform'
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import { Pin } from './Pin'
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import merge from 'deepmerge'
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import { GateTemplate, PinCount } from '../types/GateTemplate'
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import { DefaultGateTemplate } from '../constants'
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export interface GatePins {
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inputs: Pin[]
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outputs: Pin[]
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}
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export interface PinWrapper {
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total: number
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index: number
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value: Pin
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}
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export class Gate {
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public static lastId = 0
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public transform = new Transform()
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public id = Gate.lastId++
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public _pins: GatePins = {
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inputs: [],
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outputs: []
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}
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public constructor(public color = 'blue') {}
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public template: GateTemplate
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public constructor(template: DeepPartial<GateTemplate> = {}) {
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this.template = merge(DefaultGateTemplate, template) as GateTemplate
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this._pins.inputs = Gate.generatePins(this.template.pins.inputs, 1)
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this._pins.outputs = Gate.generatePins(this.template.pins.outputs, 2)
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}
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private wrapPins(pins: Pin[]) {
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const result: PinWrapper[] = []
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const length = pins.length
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for (let index = 0; index < length; index++) {
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result.push({
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index,
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total: length,
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value: pins[index]
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})
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}
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return result
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}
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public get pins() {
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const result = [
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...this.wrapPins(this._pins.inputs),
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...this.wrapPins(this._pins.outputs)
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]
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return result
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}
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private static generatePins(options: PinCount, type: number) {
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return [...Array(options.count)].fill(true).map(() => new Pin(type))
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}
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}
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import { SubscriptionData } from '../types/SubscriptionData'
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import { BehaviorSubject } from 'rxjs'
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/* Types:
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First bit = input
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Second bit = output
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*/
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export class Pin {
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public state = new BehaviorSubject(false)
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public connectedTo = new Set<Pin>()
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private pairs = new Set<Pin>()
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private subscriptions: SubscriptionData<Pin>[] = []
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public constructor(public type = 0b01) {}
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public addPair(pin: Pin) {
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this.pairs.add(pin)
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22
src/modules/simulation/constants.ts
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22
src/modules/simulation/constants.ts
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import { GateTemplate } from './types/GateTemplate'
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export const DefaultGateTemplate: GateTemplate = {
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material: {
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type: 'color',
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value: 'blue'
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},
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pins: {
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inputs: {
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count: 2,
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variable: false
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},
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outputs: {
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count: 1,
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variable: false
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}
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},
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shape: {
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radius: 10,
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rounded: true
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}
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}
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23
src/modules/simulation/types/GateTemplate.ts
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23
src/modules/simulation/types/GateTemplate.ts
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export interface PinCount {
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variable: boolean
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count: number
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}
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export interface Material {
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type: 'color'
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value: string
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}
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export interface Shape {
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rounded: boolean
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radius: number
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}
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export interface GateTemplate {
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material: Material
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shape: Shape
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pins: {
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inputs: PinCount
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outputs: PinCount
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}
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}
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import { Transform, vector2 } from '../../simulation/classes/Transform'
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import { Transform } from '../../../common/math/classes/Transform'
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import { vector2 } from '../../../common/math/types/vector2'
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import { Screen } from '../../core/classes/Screen'
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import { relativeTo } from '../../vector2/helpers/basic'
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@ -2,14 +2,17 @@ import { Camera } from './Camera'
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import { Simulation } from '../../simulation/classes/Simulation'
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import { Subject } from 'rxjs'
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import { MouseEventInfo } from '../../core/components/FluidCanvas'
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import { pointInSquare } from '../helpers/pointInSquare'
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import { vector2 } from '../../simulation/classes/Transform'
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import { pointInSquare } from '../../../common/math/helpers/pointInSquare'
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import { vector2 } from '../../../common/math/types/vector2'
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import { MouseVelocityManager } from './MouseVelocityManager'
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import { Screen } from '../../core/classes/Screen'
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import { relativeTo, add, invert } from '../../vector2/helpers/basic'
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import { SimulationRendererOptions } from '../types/SimulationRendererOptions'
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import { defaultSimulationRendererOptions } from '../constants'
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import merge from 'deepmerge'
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import { getPinPosition } from '../helpers/pinPosition'
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import { pointInCircle } from '../../../common/math/helpers/pointInCircle'
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import { SelectedPins } from '../types/SelectedPins'
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export class SimulationRenderer {
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public mouseDownOutput = new Subject<MouseEventInfo>()
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private selectedGate: number | null = null
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private gateSelectionOffset: vector2 = [0, 0]
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public lastMousePosition: vector2 = [0, 0]
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public movedSelection = false
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public options: SimulationRendererOptions
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public mouseManager = new MouseVelocityManager(this.mouseMoveOutput)
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public screen = new Screen()
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public camera = new Camera()
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public selectedPins: SelectedPins = {
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start: null,
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end: null
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}
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public constructor(
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options: Partial<SimulationRendererOptions> = {},
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public simulation = new Simulation()
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@ -43,11 +52,13 @@ export class SimulationRenderer {
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const worldPosition = this.camera.toWordPostition(event.position)
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const gates = Array.from(this.simulation.gates)
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this.lastMousePosition = worldPosition
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// We need to iterate from the last to the first
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// because if we have 2 overlapping gates,
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// we want to select the one on top
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for (let index = gates.length - 1; index >= 0; index--) {
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const { transform, id } = gates[index]
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const { transform, id, pins } = gates[index]
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if (pointInSquare(worldPosition, transform)) {
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this.mouseManager.clear(worldPosition[0])
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@ -69,9 +80,38 @@ export class SimulationRenderer {
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return
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}
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for (const pin of pins) {
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const position = getPinPosition(this, transform, pin)
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if (
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pointInCircle(
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worldPosition,
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position,
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this.options.gates.pinRadius
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)
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) {
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if (
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(pin.value.type & 0b10) >> 1 &&
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this.selectedPins.start === null
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) {
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this.selectedPins.start = {
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wrapper: pin,
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transform
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}
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} else if (
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pin.value.type & 1 &&
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this.selectedPins.end === null
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) {
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this.selectedPins.end = {
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wrapper: pin,
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transform
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}
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}
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}
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}
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}
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this.gateSelectionOffset = worldPosition
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this.mouseState |= 2
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})
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|
@ -110,18 +150,16 @@ export class SimulationRenderer {
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if ((this.mouseState >> 1) & 1) {
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const offset = invert(
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relativeTo(this.gateSelectionOffset, worldPosition)
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relativeTo(this.lastMousePosition, worldPosition)
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)
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this.camera.transform.position = add(
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this.camera.transform.position,
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invert(offset)
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)
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this.gateSelectionOffset = this.camera.toWordPostition(
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event.position
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)
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}
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this.lastMousePosition = this.camera.toWordPostition(event.position)
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})
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}
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|
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|
@ -1,13 +1,13 @@
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import { SimulationRendererOptions } from './types/SimulationRendererOptions'
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export const defaultSimulationRendererOptions: SimulationRendererOptions = {
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shadows: {
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enabled: true,
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color: 'rgba(0,0,0,0.3)',
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gateHeight: 10,
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lightHeight: 100
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},
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dnd: {
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rotation: Math.PI / 12 // 7.5 degrees
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},
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gates: {
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connectionLength: 30,
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pinRadius: 10,
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pinStrokeColor: '#888888',
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pinStrokeWidth: 3
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}
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}
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|
|
|
@ -1,17 +0,0 @@
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import { Transform } from '../../simulation/classes/Transform'
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export const drawRotatedSquare = (
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ctx: CanvasRenderingContext2D,
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{ position, scale, rotation }: Transform
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) => {
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ctx.save()
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ctx.translate(...position)
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ctx.translate(scale[0] / 2, scale[1] / 2)
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ctx.rotate(rotation)
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|
||||
ctx.fillRect(scale[0] / -2, scale[1] / -2, ...scale)
|
||||
|
||||
ctx.restore()
|
||||
}
|
15
src/modules/simulationRenderer/helpers/pinFill.ts
Normal file
15
src/modules/simulationRenderer/helpers/pinFill.ts
Normal file
|
@ -0,0 +1,15 @@
|
|||
import { Pin } from '../../simulation/classes/Pin'
|
||||
|
||||
export const pinFill = (pin: Pin) => {
|
||||
let color = 'rgba(0,0,0,0)'
|
||||
|
||||
if (pin.connectedTo.size) {
|
||||
if (pin.state) {
|
||||
color = 'yellow'
|
||||
} else {
|
||||
color = 'grey'
|
||||
}
|
||||
}
|
||||
|
||||
return color
|
||||
}
|
66
src/modules/simulationRenderer/helpers/pinPosition.ts
Normal file
66
src/modules/simulationRenderer/helpers/pinPosition.ts
Normal file
|
@ -0,0 +1,66 @@
|
|||
import { Transform } from '../../../common/math/classes/Transform'
|
||||
import { Gate, PinWrapper } from '../../simulation/classes/Gate'
|
||||
import { Pin } from '../../simulation/classes/Pin'
|
||||
import { SimulationRenderer } from '../classes/SimulationRenderer'
|
||||
import { vector2 } from '../../../common/math/types/vector2'
|
||||
import { rotateAroundVector } from '../../vector2/helpers/rotate'
|
||||
|
||||
export const calculatePinY = (
|
||||
transform: Transform,
|
||||
index: number,
|
||||
total: number
|
||||
) => {
|
||||
const space = transform.height / total
|
||||
|
||||
return (space * (2 * index + 1)) / 2
|
||||
}
|
||||
|
||||
export const calculatePinStart = (
|
||||
transform: Transform,
|
||||
type: number,
|
||||
width: number
|
||||
) => {
|
||||
const direction = (type >> 1) & 1
|
||||
const start =
|
||||
transform.x + direction * transform.width - Number(!direction) * width
|
||||
|
||||
return start
|
||||
}
|
||||
|
||||
export const calculatePinx = (
|
||||
start: number,
|
||||
type: number,
|
||||
connectionLength: number
|
||||
) => {
|
||||
return start + ((type >> 1) & 1) * connectionLength
|
||||
}
|
||||
|
||||
export const getPinPosition = (
|
||||
renderer: SimulationRenderer,
|
||||
transform: Transform,
|
||||
pin: PinWrapper
|
||||
) => {
|
||||
const { connectionLength } = renderer.options.gates
|
||||
|
||||
// render little connection
|
||||
const start = calculatePinStart(
|
||||
transform,
|
||||
pin.value.type,
|
||||
renderer.options.gates.connectionLength
|
||||
)
|
||||
|
||||
const height = calculatePinY(transform, pin.index, pin.total)
|
||||
|
||||
const pinX = calculatePinx(start, pin.value.type, connectionLength)
|
||||
const pinY = height + transform.y
|
||||
|
||||
// rotate
|
||||
const notRotated: vector2 = [pinX, pinY]
|
||||
const rotated = rotateAroundVector(
|
||||
notRotated,
|
||||
transform.center,
|
||||
transform.rotation
|
||||
)
|
||||
|
||||
return rotated
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
import { vector3, vector2 } from '../../simulation/classes/Transform'
|
||||
import { vector3 } from '../../../common/math/types/vector3'
|
||||
import { vector2 } from '../../../common/math/types/vector2'
|
||||
|
||||
export const projectPointOnPlane = (point: vector3, light: vector3) =>
|
||||
point.slice(0, 2).map((position, index) => {
|
||||
|
|
29
src/modules/simulationRenderer/helpers/renderClickedPins.ts
Normal file
29
src/modules/simulationRenderer/helpers/renderClickedPins.ts
Normal file
|
@ -0,0 +1,29 @@
|
|||
import { SimulationRenderer } from '../classes/SimulationRenderer'
|
||||
import { getPinPosition } from './pinPosition'
|
||||
import { SelectedPin } from '../types/SelectedPins'
|
||||
|
||||
export const renderClickedPins = (
|
||||
ctx: CanvasRenderingContext2D,
|
||||
renderer: SimulationRenderer
|
||||
) => {
|
||||
let pin: SelectedPin | null = null
|
||||
|
||||
if (renderer.selectedPins.start) {
|
||||
pin = renderer.selectedPins.start
|
||||
} else if (renderer.selectedPins.end) {
|
||||
pin = renderer.selectedPins.end
|
||||
}
|
||||
|
||||
if (pin) {
|
||||
const position = getPinPosition(renderer, pin.transform, pin.wrapper)
|
||||
|
||||
ctx.strokeStyle = 'yellow'
|
||||
ctx.lineWidth = renderer.options.gates.pinRadius * 2
|
||||
ctx.lineCap = 'round'
|
||||
|
||||
ctx.beginPath()
|
||||
ctx.moveTo(...position)
|
||||
ctx.lineTo(...renderer.lastMousePosition)
|
||||
ctx.stroke()
|
||||
}
|
||||
}
|
|
@ -1,7 +1,17 @@
|
|||
import { Gate } from '../../simulation/classes/Gate'
|
||||
import { drawRotatedSquare } from './drawRotatedSquare'
|
||||
import { drawRotatedSquare } from '../../../common/canvas/helpers/drawRotatedSquare'
|
||||
import { renderPins } from './renderPins'
|
||||
import { SimulationRenderer } from '../classes/SimulationRenderer'
|
||||
|
||||
export const renderGate = (ctx: CanvasRenderingContext2D, gate: Gate) => {
|
||||
ctx.fillStyle = gate.color
|
||||
drawRotatedSquare(ctx, gate.transform)
|
||||
export const renderGate = (
|
||||
ctx: CanvasRenderingContext2D,
|
||||
renderer: SimulationRenderer,
|
||||
gate: Gate
|
||||
) => {
|
||||
renderPins(ctx, renderer, gate)
|
||||
|
||||
if (gate.template.material.type === 'color') {
|
||||
ctx.fillStyle = gate.template.material.value
|
||||
drawRotatedSquare(ctx, gate.transform, gate.template.shape)
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,21 +0,0 @@
|
|||
import { Gate } from '../../simulation/classes/Gate'
|
||||
import { projectPointOnPlane } from './projectPoint'
|
||||
import { drawPolygon } from './drawPolygon'
|
||||
import { vector3 } from '../../simulation/classes/Transform'
|
||||
|
||||
export const renderGateShadow = (
|
||||
ctx: CanvasRenderingContext2D,
|
||||
color: string,
|
||||
gate: Gate,
|
||||
gateHeight: number,
|
||||
light: vector3
|
||||
) => {
|
||||
ctx.fillStyle = color
|
||||
|
||||
const points = gate.transform.getPoints()
|
||||
const projections = points.map(point =>
|
||||
projectPointOnPlane([point[0], point[1], gateHeight], light)
|
||||
)
|
||||
|
||||
drawPolygon(ctx, projections)
|
||||
}
|
53
src/modules/simulationRenderer/helpers/renderPins.ts
Normal file
53
src/modules/simulationRenderer/helpers/renderPins.ts
Normal file
|
@ -0,0 +1,53 @@
|
|||
import { Gate } from '../../simulation/classes/Gate'
|
||||
import { SimulationRenderer } from '../classes/SimulationRenderer'
|
||||
import { useTransform } from '../../../common/canvas/helpers/useTransform'
|
||||
import { calculatePinStart, calculatePinY, calculatePinx } from './pinPosition'
|
||||
import { pinFill } from './pinFill'
|
||||
|
||||
export const renderPins = (
|
||||
ctx: CanvasRenderingContext2D,
|
||||
renderer: SimulationRenderer,
|
||||
gate: Gate
|
||||
) => {
|
||||
ctx.save()
|
||||
|
||||
const {
|
||||
connectionLength,
|
||||
pinRadius,
|
||||
pinStrokeColor,
|
||||
pinStrokeWidth
|
||||
} = renderer.options.gates
|
||||
const relativeTransform = useTransform(ctx, gate.transform)
|
||||
|
||||
ctx.strokeStyle = pinStrokeColor
|
||||
ctx.lineWidth = pinStrokeWidth
|
||||
|
||||
for (const pin of gate.pins) {
|
||||
ctx.fillStyle = pinFill(pin.value)
|
||||
|
||||
// render little connection
|
||||
const start = calculatePinStart(
|
||||
relativeTransform,
|
||||
pin.value.type,
|
||||
connectionLength
|
||||
)
|
||||
|
||||
const height = calculatePinY(relativeTransform, pin.index, pin.total)
|
||||
|
||||
const pinX = calculatePinx(start, pin.value.type, connectionLength)
|
||||
const pinY = height + relativeTransform.y
|
||||
|
||||
ctx.beginPath()
|
||||
ctx.moveTo(start, pinY)
|
||||
ctx.lineTo(start + connectionLength, pinY)
|
||||
ctx.stroke()
|
||||
|
||||
// render actual pin
|
||||
ctx.beginPath()
|
||||
ctx.ellipse(pinX, pinY, pinRadius, pinRadius, 0, 0, 2 * Math.PI)
|
||||
ctx.fill()
|
||||
ctx.stroke()
|
||||
}
|
||||
|
||||
ctx.restore()
|
||||
}
|
|
@ -1,8 +1,8 @@
|
|||
import { SimulationRenderer } from '../classes/SimulationRenderer'
|
||||
import { relativeTo, invert } from '../../vector2/helpers/basic'
|
||||
import { renderGateShadow } from './renderGateShadow'
|
||||
import { invert } from '../../vector2/helpers/basic'
|
||||
import { renderGate } from './renderGate'
|
||||
import { clearCanvas } from './clearCanvas'
|
||||
import { clearCanvas } from '../../../common/canvas/helpers/clearCanvas'
|
||||
import { renderClickedPins } from './renderClickedPins'
|
||||
|
||||
export const renderSimulation = (
|
||||
ctx: CanvasRenderingContext2D,
|
||||
|
@ -12,25 +12,12 @@ export const renderSimulation = (
|
|||
|
||||
ctx.translate(...renderer.camera.transform.position)
|
||||
|
||||
const center = relativeTo(
|
||||
renderer.camera.transform.position,
|
||||
renderer.screen.center
|
||||
)
|
||||
|
||||
// render gates
|
||||
for (const gate of renderer.simulation.gates) {
|
||||
if (renderer.options.shadows.enabled) {
|
||||
renderGateShadow(
|
||||
ctx,
|
||||
renderer.options.shadows.color,
|
||||
gate,
|
||||
renderer.options.shadows.gateHeight,
|
||||
[center[0], center[1], renderer.options.shadows.lightHeight]
|
||||
)
|
||||
renderGate(ctx, renderer, gate)
|
||||
}
|
||||
|
||||
renderGate(ctx, gate)
|
||||
}
|
||||
renderClickedPins(ctx, renderer)
|
||||
|
||||
ctx.translate(...invert(renderer.camera.transform.position))
|
||||
}
|
||||
|
|
7
src/modules/simulationRenderer/types/DeepPartial.ts
Normal file
7
src/modules/simulationRenderer/types/DeepPartial.ts
Normal file
|
@ -0,0 +1,7 @@
|
|||
type DeepPartial<T> = {
|
||||
[P in keyof T]?: T[P] extends Array<infer U>
|
||||
? Array<DeepPartial<U>>
|
||||
: T[P] extends ReadonlyArray<infer U>
|
||||
? ReadonlyArray<DeepPartial<U>>
|
||||
: DeepPartial<T[P]>
|
||||
}
|
12
src/modules/simulationRenderer/types/SelectedPins.ts
Normal file
12
src/modules/simulationRenderer/types/SelectedPins.ts
Normal file
|
@ -0,0 +1,12 @@
|
|||
import { Transform } from '../../../common/math/classes/Transform'
|
||||
import { PinWrapper } from '../../simulation/classes/Gate'
|
||||
|
||||
export interface SelectedPin {
|
||||
wrapper: PinWrapper
|
||||
transform: Transform
|
||||
}
|
||||
|
||||
export interface SelectedPins {
|
||||
start: SelectedPin | null
|
||||
end: SelectedPin | null
|
||||
}
|
|
@ -1,11 +1,11 @@
|
|||
export interface SimulationRendererOptions {
|
||||
shadows: {
|
||||
enabled: boolean
|
||||
color: string
|
||||
lightHeight: number
|
||||
gateHeight: number
|
||||
}
|
||||
dnd: {
|
||||
rotation: number
|
||||
}
|
||||
gates: {
|
||||
connectionLength: number
|
||||
pinRadius: number
|
||||
pinStrokeColor: string
|
||||
pinStrokeWidth: number
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { vector2 } from '../../simulation/classes/Transform'
|
||||
import { vector2 } from '../../../common/math/types/vector2'
|
||||
|
||||
// Basic stuff for arrays
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { vector2 } from '../../simulation/classes/Transform'
|
||||
import { vector2 } from '../../../common/math/types/vector2'
|
||||
import { length } from './basic'
|
||||
|
||||
export const minVector = (...vectors: vector2[]) => {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { vector2 } from '../../simulation/classes/Transform'
|
||||
import { vector2 } from '../../../common/math/types/vector2'
|
||||
import { add, invert } from './basic'
|
||||
|
||||
const { cos, sin } = Math
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { vector2 } from '../../simulation/classes/Transform'
|
||||
import { vector2 } from '../../../common/math/types/vector2'
|
||||
|
||||
// TODO: rename
|
||||
export const smoothStep = (step: number, current: vector2, target: vector2) => {
|
||||
|
|
Loading…
Reference in a new issue