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bundle.js

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\******************/
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/***/ ((__unused_webpack_module, __unused_webpack_exports, __webpack_require__) => {
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eval("__webpack_require__.e(/*! import() */ \"pkg_index_js\").then(__webpack_require__.bind(__webpack_require__, /*! ./pkg */ \"./pkg/index.js\"))\n .then(wasm => {\n const canvas = document.getElementById('canvas');\n const ctx = canvas.getContext('2d');\n\n let world;\n let wolrd_preset_actual;\n\n // Set world to the collision preset\n function worldCollision() {\n world = wasm.World.new();\n world.add_object(0., -380., 40., -100., 20., 20., 0.8, false);\n world.add_object(-80., 0., 100., -400., 30., 30., 0.8, false);\n world.add_object(200., 300., 0., 0., 30., 30., 0.8, true);\n }\n \n // Set world to the universal gravitation preset\n function worldUniversal() {\n world = wasm.World.new();\n world.add_object(0., 0., 0., 0., 50., 100000000000000000., 0.5, false);\n world.add_object(0., -300., 600., 0., 20., 10000000., 0.5, false);\n world.add_object(0., 200., -700., 0., 15., 5000000., 0.5, false);\n world.set_gravity_y(0.);\n world.set_meter_size(0.001);\n }\n\n function worldMultiCollision() {\n world = wasm.World.new();\n world.add_object(0., -380., 40., -100., 20., 20., 0.8, false);\n world.add_object(-200., 20., 0., 0., 30., 30., 0.8, false);\n }\n\n let world_dictionary = {\n \"collision\": worldCollision,\n \"universal\": worldUniversal,\n\n }\n\n wolrd_preset_actual = document.getElementById(\"world_preset\").value;\n world_dictionary[wolrd_preset_actual]();\n\n let view = wasm.WorldView.new(800, 800);\n\n document.getElementById(\"restart_button\").onclick = function (){\n world_dictionary[wolrd_preset_actual]();\n view.set_view_center(0., 0.);\n };\n\n let t = performance.now();\n\n function loop() {\n // Get the duration of the previous iteration.\n let elapsed_ms = performance.now() - t;\n t = performance.now();\n\n // Get values from the html file\n var world_preset = document.getElementById(\"world_preset\").value;\n var paused = document.getElementById(\"pause\").checked;\n var follow_enabled = document.getElementById(\"follow\").checked;\n var vector_enabled = document.getElementById(\"vectors\").checked;\n\n // Change the preset world if the selection changed\n if (world_preset !== wolrd_preset_actual) {\n wolrd_preset_actual = world_preset;\n world_dictionary[wolrd_preset_actual]();\n view.set_view_center(0., 0.);\n }\n\n // Apply physics.\n if (!paused) {\n world.apply_physic(elapsed_ms);\n }\n\n // Change the position of the view's center\n if (follow_enabled) {\n view.set_view_center(world.get_world().objects[0].pos_x, world.get_world().objects[0].pos_y);\n }\n\n // Draw the wolrd in the canvas\n view.draw(world, ctx);\n \n // Draw vectors\n if (vector_enabled) {\n view.draw_vectors(world, ctx, 1., document.getElementById(\"vectors_values\").checked);\n }\n\n requestAnimationFrame(loop);\n }\n\n // Start the simulation loop\n loop();\n\n })\n .catch(console.error);\n\n\n//# sourceURL=webpack:///./index.js?");
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eval("__webpack_require__.e(/*! import() */ \"pkg_index_js\").then(__webpack_require__.t.bind(__webpack_require__, /*! ./pkg */ \"./pkg/index.js\", 23))\n .then(wasm => {\n const canvas = document.getElementById('canvas');\n const ctx = canvas.getContext('2d');\n\n let world;\n let wolrd_preset_actual;\n\n // Set world to the collision preset\n function worldCollision() {\n world = wasm.World.new();\n world.add_object(0., -380., 40., -100., 20., 20., 0.8, false);\n world.add_object(-80., 0., 100., -400., 30., 30., 0.8, false);\n world.add_object(200., 300., 0., 0., 30., 30., 0.8, true);\n }\n \n // Set world to the universal gravitation preset\n function worldUniversal() {\n world = wasm.World.new();\n world.add_object(0., 0., 0., 0., 50., 100000000000000000., 0.5, false);\n world.add_object(0., -300., 600., 0., 20., 10000000., 0.5, false);\n world.add_object(0., 200., -700., 0., 15., 5000000., 0.5, false);\n world.set_gravity_y(0.);\n world.set_meter_size(0.001);\n }\n\n function worldMultiCollision() {\n world = wasm.World.new();\n world.add_object(0., -380., 40., -100., 20., 20., 0.8, false);\n world.add_object(-200., 20., 0., 0., 30., 30., 0.8, false);\n }\n\n let world_dictionary = {\n \"collision\": worldCollision,\n \"universal\": worldUniversal,\n\n }\n\n wolrd_preset_actual = document.getElementById(\"world_preset\").value;\n world_dictionary[wolrd_preset_actual]();\n\n let view = wasm.WorldView.new(800, 800);\n\n document.getElementById(\"restart_button\").onclick = function (){\n world_dictionary[wolrd_preset_actual]();\n view.set_view_center(0., 0.);\n };\n\n let t = performance.now();\n\n function loop() {\n // Get the duration of the previous iteration.\n let elapsed_ms = performance.now() - t;\n t = performance.now();\n\n // Get values from the html file\n var world_preset = document.getElementById(\"world_preset\").value;\n var paused = document.getElementById(\"pause\").checked;\n var follow_enabled = document.getElementById(\"follow\").checked;\n var vector_enabled = document.getElementById(\"vectors\").checked;\n\n // Change the preset world if the selection changed\n if (world_preset !== wolrd_preset_actual) {\n wolrd_preset_actual = world_preset;\n world_dictionary[wolrd_preset_actual]();\n view.set_view_center(0., 0.);\n }\n\n // Apply physics.\n if (!paused) {\n world.apply_physic(elapsed_ms);\n }\n\n // Change the position of the view's center\n if (follow_enabled) {\n view.set_view_center(world.get_world().objects[0].pos_x, world.get_world().objects[0].pos_y);\n }\n\n // Draw the wolrd in the canvas\n view.draw(world, ctx);\n \n // Draw vectors\n if (vector_enabled) {\n view.draw_vectors(world, ctx, 1., document.getElementById(\"vectors_values\").checked);\n }\n\n requestAnimationFrame(loop);\n }\n\n // Start the simulation loop\n loop();\n\n })\n .catch(console.error);\n\n\n//# sourceURL=webpack:///./index.js?");
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/***/ })
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@@ -33,7 +33,7 @@ eval("__webpack_require__.e(/*! import() */ \"pkg_index_js\").then(__webpack_req
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/******/ }
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/******/ // Create a new module (and put it into the cache)
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/******/ var module = __webpack_module_cache__[moduleId] = {
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/******/ id: moduleId,
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/******/ // no module.id needed
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/******/ // no module.loaded needed
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/******/ exports: {}
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/******/ };
@@ -49,72 +49,33 @@ eval("__webpack_require__.e(/*! import() */ \"pkg_index_js\").then(__webpack_req
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/******/ __webpack_require__.m = __webpack_modules__;
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/******/
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/************************************************************************/
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/******/ /* webpack/runtime/async module */
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/******/ /* webpack/runtime/create fake namespace object */
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/******/ (() => {
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/******/ queue.forEach((fn) => (fn.r-- ? fn.r++ : fn()));
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/******/ var getProto = Object.getPrototypeOf ? (obj) => (Object.getPrototypeOf(obj)) : (obj) => (obj.__proto__);
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/******/ var leafPrototypes;
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/******/ // create a fake namespace object
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/******/ // mode & 1: value is a module id, require it
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/******/ // mode & 2: merge all properties of value into the ns
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/******/ // mode & 4: return value when already ns object
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/******/ // mode & 16: return value when it's Promise-like
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/******/ // mode & 8|1: behave like require
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/******/ __webpack_require__.t = function(value, mode) {
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/******/ if(mode & 1) value = this(value);
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/******/ if(mode & 8) return value;
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/******/ if(typeof value === 'object' && value) {
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/******/ if((mode & 4) && value.__esModule) return value;
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/******/ if((mode & 16) && typeof value.then === 'function') return value;
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/******/ var wrapDeps = (deps) => (deps.map((dep) => {
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/******/ if(dep[webpackQueues]) return dep;
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/******/ obj[webpackQueues] = (fn) => (fn(queue));
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/******/ var ns = Object.create(null);
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/******/ __webpack_require__.r(ns);
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/******/ var def = {};
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/******/ leafPrototypes = leafPrototypes || [null, getProto({}), getProto([]), getProto(getProto)];
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/******/ for(var current = mode & 2 && value; typeof current == 'object' && !~leafPrototypes.indexOf(current); current = getProto(current)) {
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/******/ Object.getOwnPropertyNames(current).forEach((key) => (def[key] = () => (value[key])));
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/******/ __webpack_require__.a = (module, body, hasAwait) => {
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/******/ hasAwait && ((queue = []).d = -1);
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/******/ var promise = new Promise((resolve, rej) => {
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/******/ outerResolve = resolve;
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/******/ promise[webpackExports] = exports;
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/******/ promise[webpackQueues] = (fn) => (queue && fn(queue), depQueues.forEach(fn), promise["catch"](x => {}));
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/******/ module.exports = promise;
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/******/ body((deps) => {
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/******/ currentDeps = wrapDeps(deps);
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/******/ var fn;
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/******/ var getResult = () => (currentDeps.map((d) => {
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/******/ if(d[webpackError]) throw d[webpackError];
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/******/ return d[webpackExports];
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/******/ }))
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/******/ var promise = new Promise((resolve) => {
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/******/ fn = () => (resolve(getResult));
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/******/ fn.r = 0;
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/******/ var fnQueue = (q) => (q !== queue && !depQueues.has(q) && (depQueues.add(q), q && !q.d && (fn.r++, q.push(fn))));
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/******/ currentDeps.map((dep) => (dep[webpackQueues](fnQueue)));
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/******/ return fn.r ? promise : getResult();
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/******/ }, (err) => ((err ? reject(promise[webpackError] = err) : outerResolve(exports)), resolveQueue(queue)));
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/******/ def['default'] = () => (value);
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/******/ return ns;
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/******/ };
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/******/ };
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/******/ /* webpack/runtime/wasm loading */
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/******/ (() => {
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/******/ __webpack_require__.v = (exports, wasmModuleId, wasmModuleHash, importsObj) => {
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/******/
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/******/ var req = fetch(__webpack_require__.p + "" + wasmModuleHash + ".module.wasm");
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/******/ var fallback = () => (req
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/******/ .then((x) => (x.arrayBuffer()))
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/******/ .then((res) => (Object.assign(exports, res.instance.exports))));
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/******/ return req.then((res) => {
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/******/ return WebAssembly.instantiateStreaming(res, importsObj)
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/******/ if(res.headers.get("Content-Type") !== "application/wasm") {
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/******/ console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
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/******/ return fallback();
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ce080f01c6dd8d56d951.module.wasm

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