erratic-gate/src/modules/simulationRenderer/classes/SimulationRenderer.ts
2019-07-17 14:17:15 +03:00

179 lines
6 KiB
TypeScript

import { Camera } from './Camera'
import { Simulation } from '../../simulation/classes/Simulation'
import { Subject } from 'rxjs'
import { MouseEventInfo } from '../../core/components/FluidCanvas'
import { pointInSquare } from '../../../common/math/helpers/pointInSquare'
import { vector2 } from '../../../common/math/types/vector2'
import { MouseVelocityManager } from './MouseVelocityManager'
import { Screen } from '../../core/classes/Screen'
import { relativeTo, add, invert } from '../../vector2/helpers/basic'
import { SimulationRendererOptions } from '../types/SimulationRendererOptions'
import { defaultSimulationRendererOptions } from '../constants'
import merge from 'deepmerge'
import { getPinPosition } from '../helpers/pinPosition'
import { pointInCircle } from '../../../common/math/helpers/pointInCircle'
import { SelectedPins } from '../types/SelectedPins'
export class SimulationRenderer {
public mouseDownOutput = new Subject<MouseEventInfo>()
public mouseUpOutput = new Subject<MouseEventInfo>()
public mouseMoveOutput = new Subject<MouseEventInfo>()
// first bit = dragging
// second bit = moving around
private mouseState = 0b00
private selectedGate: number | null = null
private gateSelectionOffset: vector2 = [0, 0]
public lastMousePosition: vector2 = [0, 0]
public movedSelection = false
public options: SimulationRendererOptions
public mouseManager = new MouseVelocityManager(this.mouseMoveOutput)
public screen = new Screen()
public camera = new Camera()
public selectedPins: SelectedPins = {
start: null,
end: null
}
public constructor(
options: Partial<SimulationRendererOptions> = {},
public simulation = new Simulation()
) {
this.options = merge(defaultSimulationRendererOptions, options)
this.init()
}
public init() {
this.mouseDownOutput.subscribe(event => {
const worldPosition = this.camera.toWordPostition(event.position)
const gates = Array.from(this.simulation.gates)
this.lastMousePosition = worldPosition
// We need to iterate from the last to the first
// because if we have 2 overlapping gates,
// we want to select the one on top
for (let index = gates.length - 1; index >= 0; index--) {
const { transform, id, pins } = gates[index]
if (pointInSquare(worldPosition, transform)) {
this.mouseManager.clear(worldPosition[0])
this.mouseState |= 1
this.movedSelection = false
this.selectedGate = id
this.gateSelectionOffset = worldPosition.map(
(position, index) =>
position - transform.position[index]
) as vector2
const gateNode = this.simulation.gates.get(id)
if (gateNode) {
return this.simulation.gates.moveOnTop(gateNode)
}
return
}
for (const pin of pins) {
const position = getPinPosition(this, transform, pin)
if (
pointInCircle(
worldPosition,
position,
this.options.gates.pinRadius
)
) {
if (
(pin.value.type & 0b10) >> 1 &&
this.selectedPins.start === null
) {
this.selectedPins.start = {
wrapper: pin,
transform
}
} else if (
pin.value.type & 1 &&
this.selectedPins.end === null
) {
this.selectedPins.end = {
wrapper: pin,
transform
}
}
}
}
}
this.mouseState |= 2
})
this.mouseUpOutput.subscribe(event => {
if (this.selectedGate !== null) {
const selected = this.getSelected()
if (selected) {
selected.transform.rotation = 0
}
this.selectedGate = null
this.mouseState &= 0
}
this.mouseState &= 0b00
})
this.mouseMoveOutput.subscribe(event => {
const worldPosition = this.camera.toWordPostition(event.position)
if (this.mouseState & 1 && this.selectedGate !== null) {
const gate = this.getGateById(this.selectedGate)
if (!gate || !gate.data) return
const transform = gate.data.transform
transform.x = worldPosition[0] - this.gateSelectionOffset[0]
transform.y = worldPosition[1] - this.gateSelectionOffset[1]
if (!this.movedSelection) {
this.movedSelection = true
}
}
if ((this.mouseState >> 1) & 1) {
const offset = invert(
relativeTo(this.lastMousePosition, worldPosition)
)
this.camera.transform.position = add(
this.camera.transform.position,
invert(offset)
)
}
this.lastMousePosition = this.camera.toWordPostition(event.position)
})
}
public getGateById(id: number) {
return this.simulation.gates.get(id)
}
public getSelected() {
if (this.selectedGate === null) return null
const gate = this.getGateById(this.selectedGate)
if (!gate || !gate.data) return null
return gate.data
}
}