require "math" PIXI::Point.class_eval do alias_native :y= def add point self.x += point.x self.x = 0 if self.x < 0 self.x = 1100 if self.x > 1100 self.y += point.y self.y = 0 if self.y < 0 self.y = 550 if self.y > 550 end def scale_by num min = 0.001 num = min if num <= min self.x = self.x / num self.y = self.y / num end end class SpaceView < PIXI::Graphics include Sof::Util def initialize super() space = Virtual.machine.space # just a way to get the space into a list. objects is an id => occurence mapping. # occurence.object is the object objects = Sof::Members.new(space).objects @objects = objects puts "Objects #{objects.length}" # create a mapping from id to volt models @view_objects = {} @objects.each do |i , o| next unless o.object view = ObjectView.new o.object @view_objects[i] = view add_child view.text end fill_attributes end # should almost be called draw by now def draw_me update_positions self.clear @view_objects.each do |i , view| self.lineStyle(4, 0xffd900, 2) puts "v" if view.nil? view.attributes.each do |n , v | next if n == :id next unless v.is_a? ObjectView next unless v.is_parfait puts "v2" if view.nil? puts "0" if v.nil? self.moveTo( view.position.x , view.position.y ) self.lineTo( v.position.x , v.position.y ) end end end def force from , to dir_x = from.x - to.x - 100 dir_x2 = dir_x * dir_x dir_y = from.y - to.y - 100 dir_y2 = dir_y * dir_y if( dir_x2 < 0.1 and dir_y2 < 0.1 ) puts "Were close" dir_x = rand(10) - 5 dir_y = rand(10) - 5 end f = dir_x * dir_x + dir_y * dir_y f = 0.01 if f < 0.01 f = f / 100 #puts "force #{f}" PIXI::Point.new( dir_x / f , dir_y / f) end def update_positions @view_objects.each do |i , view| view.attributes.each do |n , v | next if n == :id next unless v.is_a? ObjectView next unless v.is_parfait puts "v2" if view.nil? puts "0" if v.nil? view.position.add force( view.position , v.position ) end offset = 0.0 view.position.add force( view.position , PIXI::Point.new(view.position.x , -offset) ) view.position.add force( view.position , PIXI::Point.new(-offset , view.position.y) ) view.position.add force( view.position , PIXI::Point.new(view.position.x , 550 + offset) ) view.position.add force( view.position , PIXI::Point.new(1000 + offset , view.position.y) ) end end def fill_attributes @view_objects.each do |i , view| ob = view.object next if is_value?(ob) case ob.class.name when "Array" , "Parfait::List" fill_array view when "Hash" , "Parfait::Dictionary" fill_hash view else next if ob.class.name.include?("::") and !ob.class.name.include?("Parfait") next if ob.class.name == "Proc" next if ob.class.name == "String" next if ob.class.name == "Numeric" next if ob.class.name == "Class" #puts "object #{ob.class.name}" attributes = attributes_for(ob) attributes.each do |a| next if a == "html_safe" next if a == "constructor" next if a == "toString" next if a == "position" val = get_value( ob , a) if( @view_objects[val.object_id]) val = @view_objects[val.object_id] end #puts "set #{a}" view.set(a , val ) end superclasses = [ob.class.superclass.name] if superclasses.include?( "Array") or superclasses.include?( "Parfait::List") fill_array view end if superclasses.include?( "Hash") or superclasses.include?( "Parfait::Dictionary") fill_hash view end end end end # and hash keys/values def fill_hash hash return hash.each do |a,b| next_level << a next_level << b end end # and array values def fill_array array return array.each do |a| next_level << a end end end