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snow.js
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(function () {
'use strict';
/**
* Snowfall configuration object.
* @typedef {Object} SnowfallConfig
* @property {number} width - Width of the Canvas element.
* @property {number} height - Height of the Canvas element.
* @property {number} fps - Animation FPS.
* @property {number} gravity - Gravity. Decimal numbers less than 1 render realistic results.
* @property {number} windMagnitude - Wind magnitude. Decimal numbers less than 1 render realistic results.
* @property {number} dragMagnitude - Drag magnitude. Decimal numbers less than 1 render realistic results.
* @property {number} terminalVelocityRate - The rate represents the max velocity based on the mass of the snowflake.
* @property {number} snowflakeTtl - Snowflake time to live in miliseconds.
* @property {number} snowfallIntensity - Snowfall intensity. Unbound integer. Keep within 1-50.
* @property {number} offScreenOffset - Offset negative and positive X axis snowfall offset in pixels.
*/
/**
* Snowflake/particle state.
* @typedef {Object} SnowflakeState
* @property {Vector} location - Location vector copy.
* @property {Vector} velocity - Velocity vector copy.
* @property {number} mass - Mass.
*/
/**
* @type {SnowfallConfig}
*/
const DEFAULT_CONFIG = {
width: 640,
height: 480,
fps: 30,
gravity: 0.08, // Note(Georgi): Using positive Y since the Canvas Y axis is inverted (top-left corner is 0,0).
windMagnitude: 0.07,
dragMagnitude: 0.1,
terminalVelocityRate: 5,
snowflakeTtl: 30000,
snowfallIntensity: 4,
offScreenOffset: 300,
};
class Vector {
constructor(x, y) {
this.x = x;
this.y = y;
}
/**
* @param {Vector | number} arg
* @returns Vector
*/
add(arg) {
const vector = this.__vectorize(arg);
this.x += vector.x;
this.y += vector.y;
return this;
}
/**
* @param {Vector | number} arg
* @returns Vector
*/
divide(arg) {
const vector = this.__vectorize(arg);
this.x /= vector.x;
this.y /= vector.y;
return this;
}
/**
* @param {Vector | number} arg
* @returns Vector
*/
multiply(arg) {
const vector = this.__vectorize(arg);
this.x *= vector.x;
this.y *= vector.y;
return this;
}
magnitude() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
normalize() {
const mag = this.magnitude();
if (mag !== 0) {
this.divide(mag);
}
return this;
}
/**
* @param {number} minX
* @param {number} maxX
* @param {number} minY
* @param {number} maxY
* @returns Vector
*/
limit(minX, maxX, minY, maxY) {
this.x = Math.min(this.x, maxX);
this.x = Math.max(minX, this.x);
this.y = Math.min(this.y, maxY);
this.y = Math.max(minY, this.y);
return this;
}
copy() {
return new Vector(this.x, this.y);
}
/**
* @param {Vector | number} arg
* @returns Vector
*/
__vectorize(arg) {
if (arg instanceof Vector) {
return arg;
}
if (typeof arg === 'number') {
return new Vector(arg, arg);
}
throw new Error('Vector: Cannot vectorize argument.');
}
}
/**
* @param {SnowfallConfig} config
* @param {SnowflakeState} state
* @returns Vector
*/
function gravityForceFactory(config, state) {
return new Vector(0, config.gravity * state.mass);
}
/**
* @param {SnowfallConfig} config
* @returns
*/
function windForceFactory(config) {
return new Vector(config.windMagnitude, 0);
}
/**
* @param {SnowfallConfig} config
* @param {SnowflakeState} state
* @returns Vector
*/
function dragForceFactory(config, state) {
const v = state.velocity;
const speed = v.magnitude();
// Note(Georgi): Simplified drag equation.
const dragMagnitude = config.dragMagnitude * speed * speed;
// Note(Georgi): Invert force.
v.multiply(-1);
v.normalize();
return v.multiply(dragMagnitude);
}
/**
* Jiggle effect. Purely adjusted/tuned to look realistic.
* @param {SnowfallConfig} _
* @param {SnowflakeState} state
* @returns
*/
function jigglingForceFactory(_, state) {
const positive = Math.random() > 0.5 ? 1 : -1;
const magnitude = Math.random();
// Note(Georgi): Don't increase magnitude for lighter objects.
const m = state.mass > 1 ? (state.mass / state.mass) * 2 : 1;
const x = magnitude * positive * m;
return new Vector(x, 0);
}
class Snowflake {
/**
*
* @param {number} x
* @param {number} y
* @param {number} size
* @param {number} translucency
* @param {SnowfallConfig} config
*/
constructor(x, y, size, translucency, config) {
this.location = new Vector(x, y);
this.acceleration = new Vector(0, 0);
this.velocity = new Vector(0, 0);
this.size = size;
this.config = config;
this.translucency = translucency;
this.mass = this.__calcMass();
this.createdAt = Date.now();
this.atRest = false;
}
/**
* @param {Vector} force
*/
applyForce(force) {
// Note(Georgi): 2nd Newton's law
force.divide(this.mass);
this.acceleration.add(force);
}
update() {
if (this.atRest || this.location.y >= this.config.height - this.size) {
this.atRest = true;
return;
}
this.velocity.add(this.acceleration);
const c = this.config;
// Note(Georgi): Calculate terminal velocity based on the size of the snowflake.
const terminalV = c.terminalVelocityRate * this.size;
this.velocity.limit(-terminalV, terminalV, -terminalV, terminalV);
this.location.add(this.velocity);
this.location.limit(
-c.offScreenOffset,
c.width + c.offScreenOffset,
0,
c.height - this.size,
);
this.acceleration.multiply(0);
}
__calcMass() {
// Note(Georgi): Quadratic mass, so that heavier objects have increased impact.
return this.size * this.size;
}
}
class Snowfall {
/**
* @param {SnowfallConfig} config
*/
constructor(config) {
this.config = config;
this.snowflakes = [];
this.forceFactories = [];
}
applyForceFactory(factory) {
this.forceFactories.push(factory);
}
update() {
this.__createSnowflakeLayer();
const markedForDestruct = [];
for (let i = 0; i < this.snowflakes.length; i++) {
const sf = this.snowflakes[i];
if (Date.now() - sf.createdAt >= this.config.snowflakeTtl) {
markedForDestruct.push(i);
} else if (!sf.atRest) {
for (const factory of this.forceFactories) {
sf.applyForce(
factory(this.config, {
location: sf.location.copy(),
velocity: sf.velocity.copy(),
mass: sf.mass,
}),
);
}
sf.update();
}
}
for (const idx of markedForDestruct) {
this.snowflakes.splice(idx, 1);
}
}
__createSnowflakeLayer() {
for (let i = 0; i < this.config.snowfallIntensity; i++) {
this.__createSnowflake();
}
}
__createSnowflake() {
const c = this.config;
const x = getRandom(-c.offScreenOffset, c.width + c.offScreenOffset);
// Note(Georgi): Start snowfall off screen so that snowflakes can accelerate.
const y = getRandom(-500, -200);
const translucency = getRandom(1, 10) / 10;
const size = getRandom(1, 5);
this.snowflakes.push(
new Snowflake(x, y, size, translucency, this.config),
);
}
}
/**
* @param {number} min
* @param {number} max
* @returns number
*/
function getRandom(min, max) {
return Math.round(Math.random() * (max - min) + min);
}
/**
* @param {SnowfallConfig} config
* @returns HTMLCanvasElement
*/
function createCanvas(config) {
const canvas = document.createElement('canvas');
canvas.className = 'snow-canvas';
canvas.width = config.width;
canvas.height = config.height;
canvas.style.position = 'absolute';
canvas.style.top = '0';
canvas.style.left = '0';
return canvas;
}
/**
* @param {SnowfallConfig} config
* @param {HTMLCanvasElement} canvas
*/
function initSnowfall(config, canvas) {
const snow = new Snowfall(config);
snow.applyForceFactory(gravityForceFactory);
snow.applyForceFactory(dragForceFactory);
snow.applyForceFactory(windForceFactory);
snow.applyForceFactory(jigglingForceFactory);
const ctx = canvas.getContext('2d');
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
snow.update();
for (const sf of snow.snowflakes) {
// Note(Georgi): Due to the variable translucency we can't use moveTo()
// and move beginPath() and fill() outside of the loop.
ctx.beginPath();
ctx.arc(
sf.location.x,
sf.location.y,
sf.size / 2,
0,
2 * Math.PI,
false,
);
ctx.fillStyle = `rgba(255, 255, 255, ${sf.translucency})`;
ctx.fill();
}
}
/**
* @param {number} fpsInterval
* @param {number} then
* @param {number} elapsed
*/
function animate(fpsInterval, then, elapsed) {
requestAnimationFrame(() => animate(fpsInterval, then, elapsed));
const now = Date.now();
elapsed = now - then;
if (elapsed > fpsInterval) {
then = now - (elapsed % fpsInterval);
draw();
}
}
/**
* @param {number} fps
*/
function startAnimating(fps) {
const fpsInterval = 1000 / fps;
animate(fpsInterval, Date.now(), 0);
}
startAnimating(config.fps);
}
/**
* Attach HTML Canvas to the given element and initialize the snowfall.
* @param {HTMLElement} el - Host element.
* @param {SnowfallConfig} config - Snowfall configuration object.
*/
function attachToElement(el, config) {
const cfg = { ...DEFAULT_CONFIG, ...config };
const canvas = createCanvas(cfg);
el.appendChild(canvas);
initSnowfall(cfg, canvas);
}
window.Snow = {
attachToElement,
};
})();