--- a/integ/js/vs/_vs.old.js Fri Apr 26 16:40:03 2013 +0200
+++ b/integ/js/vs/_vs.old.js Mon Apr 29 15:02:35 2013 +0200
@@ -1,174 +1,174 @@
-// ....................................................................
-// Bar Chart Plug In
-// ....................................................................
-(function($){
-
-var VisualSedimentation = function(element,options){
-
- var elem = $(element);
- var self = this;
-
- var world;
- var nBodies = [];
- var B2D;
- var canvas;
- var b2Vec2 = Box2D.Common.Math.b2Vec2
- , b2AABB = Box2D.Collision.b2AABB
- , b2BodyDef = Box2D.Dynamics.b2BodyDef
- , b2Body = Box2D.Dynamics.b2Body
- , b2FixtureDef = Box2D.Dynamics.b2FixtureDef
- , b2Fixture = Box2D.Dynamics.b2Fixture
- , b2World = Box2D.Dynamics.b2World
- , b2MassData = Box2D.Collision.Shapes.b2MassData
- , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
- , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
- , b2DebugDraw = Box2D.Dynamics.b2DebugDraw
- , b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
- , b2Shape = Box2D.Collision.Shapes.b2Shape
- , b2DistanceJointDef = Box2D.Dynamics.Joints.b2DistanceJointDef
- , b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef
- , b2Joint = Box2D.Dynamics.Joints.b2Joint
- , b2PrismaticJointDef= Box2D.Dynamics.Joints.b2PrismaticJointDef
- , b2ContactListener = Box2D.Dynamics.b2ContactListener
- , b2Settings = Box2D.Common.b2Settings;
-
-
- // Default options
- var defaultSettings = {
- width:500,
- height:440,
- layout:'StackedAreaChart',// AxisLabelLayout, AxisLayout, CircleLayout, CollapsedStackLayout, GridLayout, StackedAreaChart
- data:{initial:[{label:'Label A',value:20},
- {label:'Label B',value:10},
- {label:'Label C',value:10}],
- stream:{provider:"generator",
- frequency:1000/60
- },
- }
- ,
- sedimentation:{
- token:{size:20}, // fill color, shape,
- flocullate:{
- limit:5, // object size limit before floculate = 2pixels
- animation:"collective", // [step,group,bySet]
- action:"buffer", // [buffer,continue]
- startegy:"Size", // [BufferSize, Time, AcummulationAreaHeight, Fps, Manual]
- bufferSize:50, // number of token to make floculation
- bufferTime:10000, // time buffer to make flocullation
- bufferHeight:50, // height (pixel) to make floculation
- bufferFrameRate:25 // if the computer is to slow floculate
- },
- suspension:{height:null,incomming:'top'}, // pixel,pourcent,adaptative
- accumulation:{height:null}, // pixel,pourcent,adaptative
- agregation:{height:300}, // pixel,pourcent,adaptative
- },
- options:{spacer:10,
- wallColor:"rgba(230,230,230,0)",
- label:true,
- panel:true,
- refresh:1000/1000,
- panel:false
- }
- }
- // Merge options with defaults
- this.settings = $.extend(defaultSettings, options || {});
-
- // Public method
- this.publicMethod = function(){
- console.log('publicMethod() called!');
- };
-
- // Initialisation - Private method
- this.init = function(){
- console.log(this.settings)
- console.log('Initialisation');
- //console.log(defaultSettings);
- // Create the physical simulation
- world = new b2World(
- new b2Vec2(0, 10) //gravity
- , true //allow sleep
- );
-
- // Create container and canvas for physical simulation drawing
- var container = element.appendChild(document.createElement("div"));
- container.id = "boxsediviz"
- canvas = container.appendChild(document.createElement("canvas"));
- canvas.id = "canvas";
- canvas.width = this.settings.width; // TOFIX
- canvas.height = this.settings.height;
- console.log(element)
-
- //Update the physical simulation
- window.setInterval(update, 1000 / 60);
- };
-
- var update = function () {
- world.Step(1 / 60, 10, 10);
- world.DrawDebugData();
- world.ClearForces();
- }
-
- var drawInit = function(){
- ctx = canvas.getContext("2d");
- ctx.fillStyle = "rgb(200,0,0)";
- ctx.font = "14pt Calibri,Geneva,Arial";
- ctx.fillText("Canvas ready for Visual Sedimentation ", 10, 20);
- window.setInterval(
- $.fn.vs.draw.refresh(ctx,world,this.settings)
- , this.settings.options.refresh);
- console.log("draw Init ")
- }
-
- this.stream = $.fn.vs.stream;
- this.draw = $.fn.vs.draw;
- this.tokens = $.fn.vs.tokens;
- this.decay = $.fn.vs.decay;
- this.flocculate = $.fn.vs.flocculate;
-
-
- this.init();
- //drawInit();
-
- this.stream.test();
- };
-
-visualSedimentation.fn = VisualSedimentation.prototype = {
- // API Methods
- hide: function() {
- this.node.style.display = 'none';
- return this;
- },
-
- /* gr:function(){
- console.log("test ....")
- }*/
- // More methods here, each using 'return this', to enable chaining
-};
-
-
-visualSedimentation.fn.gr= function(){
- console.log("ici VsBarChart.fn.draw")
-};
-
-$.fn.visualSedimentation = VisualSedimentation;
-
-$.fn.vs = function(f,options){
- console.log(this);
- return this.each(function(){
- var element = $(this);
- // Return early if this element already has a plugin instance
- if (element.data('VisualSedimentation')) return;
- var visualSedimentation = new VisualSedimentation(this,options);
- // Store plugin object in this element's data
- element.data('visualSedimentation', visualSedimentation);
- //visualSedimentation.test();
- });
- };
-$.fn.visualSedimentation.vs = VisualSedimentation;
-
-})(jQuery);
-
-
-
-
-
+// ....................................................................
+// Bar Chart Plug In
+// ....................................................................
+(function($){
+
+var VisualSedimentation = function(element,options){
+
+ var elem = $(element);
+ var self = this;
+
+ var world;
+ var nBodies = [];
+ var B2D;
+ var canvas;
+ var b2Vec2 = Box2D.Common.Math.b2Vec2
+ , b2AABB = Box2D.Collision.b2AABB
+ , b2BodyDef = Box2D.Dynamics.b2BodyDef
+ , b2Body = Box2D.Dynamics.b2Body
+ , b2FixtureDef = Box2D.Dynamics.b2FixtureDef
+ , b2Fixture = Box2D.Dynamics.b2Fixture
+ , b2World = Box2D.Dynamics.b2World
+ , b2MassData = Box2D.Collision.Shapes.b2MassData
+ , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
+ , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
+ , b2DebugDraw = Box2D.Dynamics.b2DebugDraw
+ , b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
+ , b2Shape = Box2D.Collision.Shapes.b2Shape
+ , b2DistanceJointDef = Box2D.Dynamics.Joints.b2DistanceJointDef
+ , b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef
+ , b2Joint = Box2D.Dynamics.Joints.b2Joint
+ , b2PrismaticJointDef= Box2D.Dynamics.Joints.b2PrismaticJointDef
+ , b2ContactListener = Box2D.Dynamics.b2ContactListener
+ , b2Settings = Box2D.Common.b2Settings;
+
+
+ // Default options
+ var defaultSettings = {
+ width:500,
+ height:440,
+ layout:'StackedAreaChart',// AxisLabelLayout, AxisLayout, CircleLayout, CollapsedStackLayout, GridLayout, StackedAreaChart
+ data:{initial:[{label:'Label A',value:20},
+ {label:'Label B',value:10},
+ {label:'Label C',value:10}],
+ stream:{provider:"generator",
+ frequency:1000/60
+ },
+ }
+ ,
+ sedimentation:{
+ token:{size:20}, // fill color, shape,
+ flocullate:{
+ limit:5, // object size limit before floculate = 2pixels
+ animation:"collective", // [step,group,bySet]
+ action:"buffer", // [buffer,continue]
+ startegy:"Size", // [BufferSize, Time, AcummulationAreaHeight, Fps, Manual]
+ bufferSize:50, // number of token to make floculation
+ bufferTime:10000, // time buffer to make flocullation
+ bufferHeight:50, // height (pixel) to make floculation
+ bufferFrameRate:25 // if the computer is to slow floculate
+ },
+ suspension:{height:null,incomming:'top'}, // pixel,pourcent,adaptative
+ accumulation:{height:null}, // pixel,pourcent,adaptative
+ agregation:{height:300}, // pixel,pourcent,adaptative
+ },
+ options:{spacer:10,
+ wallColor:"rgba(230,230,230,0)",
+ label:true,
+ panel:true,
+ refresh:1000/1000,
+ panel:false
+ }
+ }
+ // Merge options with defaults
+ this.settings = $.extend(defaultSettings, options || {});
+
+ // Public method
+ this.publicMethod = function(){
+ console.log('publicMethod() called!');
+ };
+
+ // Initialisation - Private method
+ this.init = function(){
+ console.log(this.settings)
+ console.log('Initialisation');
+ //console.log(defaultSettings);
+ // Create the physical simulation
+ world = new b2World(
+ new b2Vec2(0, 10) //gravity
+ , true //allow sleep
+ );
+
+ // Create container and canvas for physical simulation drawing
+ var container = element.appendChild(document.createElement("div"));
+ container.id = "boxsediviz"
+ canvas = container.appendChild(document.createElement("canvas"));
+ canvas.id = "canvas";
+ canvas.width = this.settings.width; // TOFIX
+ canvas.height = this.settings.height;
+ console.log(element)
+
+ //Update the physical simulation
+ window.setInterval(update, 1000 / 60);
+ };
+
+ var update = function () {
+ world.Step(1 / 60, 10, 10);
+ world.DrawDebugData();
+ world.ClearForces();
+ }
+
+ var drawInit = function(){
+ ctx = canvas.getContext("2d");
+ ctx.fillStyle = "rgb(200,0,0)";
+ ctx.font = "14pt Calibri,Geneva,Arial";
+ ctx.fillText("Canvas ready for Visual Sedimentation ", 10, 20);
+ window.setInterval(
+ $.fn.vs.draw.refresh(ctx,world,this.settings)
+ , this.settings.options.refresh);
+ console.log("draw Init ")
+ }
+
+ this.stream = $.fn.vs.stream;
+ this.draw = $.fn.vs.draw;
+ this.tokens = $.fn.vs.tokens;
+ this.decay = $.fn.vs.decay;
+ this.flocculate = $.fn.vs.flocculate;
+
+
+ this.init();
+ //drawInit();
+
+ this.stream.test();
+ };
+
+visualSedimentation.fn = VisualSedimentation.prototype = {
+ // API Methods
+ hide: function() {
+ this.node.style.display = 'none';
+ return this;
+ },
+
+ /* gr:function(){
+ console.log("test ....")
+ }*/
+ // More methods here, each using 'return this', to enable chaining
+};
+
+
+visualSedimentation.fn.gr= function(){
+ console.log("ici VsBarChart.fn.draw")
+};
+
+$.fn.visualSedimentation = VisualSedimentation;
+
+$.fn.vs = function(f,options){
+ console.log(this);
+ return this.each(function(){
+ var element = $(this);
+ // Return early if this element already has a plugin instance
+ if (element.data('VisualSedimentation')) return;
+ var visualSedimentation = new VisualSedimentation(this,options);
+ // Store plugin object in this element's data
+ element.data('visualSedimentation', visualSedimentation);
+ //visualSedimentation.test();
+ });
+ };
+$.fn.visualSedimentation.vs = VisualSedimentation;
+
+})(jQuery);
+
+
+
+
+