import { Circle, ExternalInteractorBase, Rectangle, Vector, clamp, divMode, divModeExecute, getDistances, getEasing, isDivModeEnabled, isInArray, mouseMoveEvent, } from "tsparticles-engine"; import { Repulse } from "./Options/Classes/Repulse"; export class Repulser extends ExternalInteractorBase { constructor(engine, container) { super(container); this._engine = engine; if (!container.repulse) { container.repulse = { particles: [] }; } this.handleClickMode = (mode) => { const options = this.container.actualOptions, repulse = options.interactivity.modes.repulse; if (!repulse || mode !== "repulse") { return; } if (!container.repulse) { container.repulse = { particles: [] }; } container.repulse.clicking = true; container.repulse.count = 0; for (const particle of container.repulse.particles) { if (!this.isEnabled(particle)) { continue; } particle.velocity.setTo(particle.initialVelocity); } container.repulse.particles = []; container.repulse.finish = false; setTimeout(() => { if (!container.destroyed) { if (!container.repulse) { container.repulse = { particles: [] }; } container.repulse.clicking = false; } }, repulse.duration * 1000); }; } clear() { } init() { const container = this.container, repulse = container.actualOptions.interactivity.modes.repulse; if (!repulse) { return; } container.retina.repulseModeDistance = repulse.distance * container.retina.pixelRatio; } async interact() { const container = this.container, options = container.actualOptions, mouseMoveStatus = container.interactivity.status === mouseMoveEvent, events = options.interactivity.events, hoverEnabled = events.onHover.enable, hoverMode = events.onHover.mode, clickEnabled = events.onClick.enable, clickMode = events.onClick.mode, divs = events.onDiv; if (mouseMoveStatus && hoverEnabled && isInArray("repulse", hoverMode)) { this.hoverRepulse(); } else if (clickEnabled && isInArray("repulse", clickMode)) { this.clickRepulse(); } else { divModeExecute("repulse", divs, (selector, div) => this.singleSelectorRepulse(selector, div)); } } isEnabled(particle) { var _a; const container = this.container, options = container.actualOptions, mouse = container.interactivity.mouse, events = ((_a = particle === null || particle === void 0 ? void 0 : particle.interactivity) !== null && _a !== void 0 ? _a : options.interactivity).events, divs = events.onDiv, divRepulse = isDivModeEnabled("repulse", divs); if (!(divRepulse || (events.onHover.enable && mouse.position) || (events.onClick.enable && mouse.clickPosition))) { return false; } const hoverMode = events.onHover.mode, clickMode = events.onClick.mode; return isInArray("repulse", hoverMode) || isInArray("repulse", clickMode) || divRepulse; } loadModeOptions(options, ...sources) { if (!options.repulse) { options.repulse = new Repulse(); } for (const source of sources) { options.repulse.load(source === null || source === void 0 ? void 0 : source.repulse); } } reset() { } clickRepulse() { const container = this.container, repulse = container.actualOptions.interactivity.modes.repulse; if (!repulse) { return; } if (!container.repulse) { container.repulse = { particles: [] }; } if (!container.repulse.finish) { if (!container.repulse.count) { container.repulse.count = 0; } container.repulse.count++; if (container.repulse.count === container.particles.count) { container.repulse.finish = true; } } if (container.repulse.clicking) { const repulseDistance = container.retina.repulseModeDistance; if (!repulseDistance || repulseDistance < 0) { return; } const repulseRadius = Math.pow(repulseDistance / 6, 3), mouseClickPos = container.interactivity.mouse.clickPosition; if (mouseClickPos === undefined) { return; } const range = new Circle(mouseClickPos.x, mouseClickPos.y, repulseRadius), query = container.particles.quadTree.query(range, (p) => this.isEnabled(p)); for (const particle of query) { const { dx, dy, distance } = getDistances(mouseClickPos, particle.position), d = distance ** 2, velocity = repulse.speed, force = (-repulseRadius * velocity) / d; if (d <= repulseRadius) { container.repulse.particles.push(particle); const vect = Vector.create(dx, dy); vect.length = force; particle.velocity.setTo(vect); } } } else if (container.repulse.clicking === false) { for (const particle of container.repulse.particles) { particle.velocity.setTo(particle.initialVelocity); } container.repulse.particles = []; } } hoverRepulse() { const container = this.container, mousePos = container.interactivity.mouse.position, repulseRadius = container.retina.repulseModeDistance; if (!repulseRadius || repulseRadius < 0 || !mousePos) { return; } this.processRepulse(mousePos, repulseRadius, new Circle(mousePos.x, mousePos.y, repulseRadius)); } processRepulse(position, repulseRadius, area, divRepulse) { var _a; const container = this.container, query = container.particles.quadTree.query(area, (p) => this.isEnabled(p)), repulseOptions = container.actualOptions.interactivity.modes.repulse; if (!repulseOptions) { return; } for (const particle of query) { const { dx, dy, distance } = getDistances(particle.position, position), velocity = ((_a = divRepulse === null || divRepulse === void 0 ? void 0 : divRepulse.speed) !== null && _a !== void 0 ? _a : repulseOptions.speed) * repulseOptions.factor, repulseFactor = clamp(getEasing(repulseOptions.easing)(1 - distance / repulseRadius) * velocity, 0, repulseOptions.maxSpeed), normVec = Vector.create(distance === 0 ? velocity : (dx / distance) * repulseFactor, distance === 0 ? velocity : (dy / distance) * repulseFactor); particle.position.addTo(normVec); } } singleSelectorRepulse(selector, div) { const container = this.container, repulse = container.actualOptions.interactivity.modes.repulse; if (!repulse) { return; } const query = document.querySelectorAll(selector); if (!query.length) { return; } query.forEach((item) => { const elem = item, pxRatio = container.retina.pixelRatio, pos = { x: (elem.offsetLeft + elem.offsetWidth / 2) * pxRatio, y: (elem.offsetTop + elem.offsetHeight / 2) * pxRatio, }, repulseRadius = (elem.offsetWidth / 2) * pxRatio, area = div.type === "circle" ? new Circle(pos.x, pos.y, repulseRadius) : new Rectangle(elem.offsetLeft * pxRatio, elem.offsetTop * pxRatio, elem.offsetWidth * pxRatio, elem.offsetHeight * pxRatio), divs = repulse.divs, divRepulse = divMode(divs, elem); this.processRepulse(pos, repulseRadius, area, divRepulse); }); } }