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  • ¶

    Path mixin

    This mixin defines the attributes and functionality required by an artefact so that it can position and rotate itself along the contours of a shape-based entity.

  • ¶

    Imports

    import { artefact } from '../core/library.js';
    import { mergeOver, pushUnique, removeItem, isa_boolean } from '../core/utilities.js';
  • ¶

    Export function

    export default function (P = {}) {
  • ¶

    Shared attributes

        let defaultAttributes = {
  • ¶

    path - reference Shape entity object. Can also be set using the Shape’s name-String.

            path: '',
  • ¶

    pathPosition - float Number between 0.0 - 1.0 representing the distance along the Shape path which is to be used as the reference coordinate.

            pathPosition: 0,
  • ¶

    addPathHandle, addPathOffset, addPathRotation - Boolean flags. When set, the artifact will add its own values to the reference artefact’s values, rather than use them as replacement values.

            addPathHandle: false,
            addPathOffset: true,
            addPathRotation: false,
            constantPathSpeed: false,
        };
        P.defs = mergeOver(P.defs, defaultAttributes);
        mergeOver(P, defaultAttributes);
  • ¶

    Packet management

        P.packetObjects = pushUnique(P.packetObjects, ['path']);
  • ¶

    Clone management

    No additional clone functionality defined here

  • ¶

    Kill management

    No additional kill functionality defined here

  • ¶

    Get, Set, deltaSet

        let S = P.setters,
            D = P.deltaSetters;
  • ¶

    Prototype functions

  • ¶

    path

        S.path = function (item) {
    
            if (isa_boolean(item) && !item) {
    
                this.path = null;
    
                if (this.lockTo[0] === 'path') this.lockTo[0] = 'start';
                if (this.lockTo[1] === 'path') this.lockTo[1] = 'start';
    
                this.dirtyStampPositions = true;
                this.dirtyStampHandlePositions = true;
            }
            else {
    
                let oldPath = this.path,
                    newPath = (item.substring) ? artefact[item] : item,
                    name = this.name;
    
                if (newPath && newPath.name && newPath.useAsPath) {
    
                    if (oldPath && oldPath.name !== newPath.name) removeItem(oldPath.pathed, name);
    
                    pushUnique(newPath.pathed, name);
    
                    this.path = newPath;
                    this.dirtyStampPositions = true;
                    this.dirtyStampHandlePositions = true;
                }
            }
        };
  • ¶

    pathPosition

    • TODO: current functionality is for pathPosition to loop - is there a case for adding a pathPosition loop flag? If yes, then when that flag is false values < 0 would be corrected back to 0, and vals > 1 would be corrected back to 1.
        S.pathPosition = function (item) {
    
            if (item < 0) item = Math.abs(item);
            if (item > 1) item = item % 1;
    
            this.pathPosition = parseFloat(item.toFixed(6));
            this.dirtyStampPositions = true;
            this.dirtyStampHandlePositions = true;
            this.currentPathData = false;
        };
        D.pathPosition = function (item) {
    
            let pos = this.pathPosition + item
    
            if (pos < 0) pos += 1;
            if (pos > 1) pos = pos % 1;
    
            this.pathPosition = parseFloat(pos.toFixed(6));
            this.dirtyStampPositions = true;
            this.dirtyStampHandlePositions = true;
            this.currentPathData = false;
        };
  • ¶

    addPathHandle, addPathOffset, addPathRotation

        S.addPathHandle = function (item) {
    
            this.addPathHandle = item;
            this.dirtyHandle = true;
        };
        S.addPathOffset = function (item) {
    
            this.addPathOffset = item;
            this.dirtyOffset = true;
        };
        S.addPathRotation = function (item) {
    
            this.addPathRotation = item;
            this.dirtyRotation = true;
        };
  • ¶

    Prototype functions

  • ¶

    getPathData

        P.getPathData = function () {
    
            if (this.currentPathData) return this.currentPathData;
    
            let pathPos = this.pathPosition,
                path = this.path,
                currentPathData;
    
            if (path) {
    
                currentPathData = path.getPathPositionData(pathPos, this.constantPathSpeed);
    
                if (this.addPathRotation) this.dirtyRotation = true;
    
                this.currentPathData = currentPathData;
    
                return currentPathData;
            }
            return false;
        };
  • ¶

    Return the prototype

        return P;
    };