diff --git a/sites/all/modules/figli/edlp_corpus/assets/dist/scripts/corpus.min.js b/sites/all/modules/figli/edlp_corpus/assets/dist/scripts/corpus.min.js index 2cdddd92c..2641c7809 100644 --- a/sites/all/modules/figli/edlp_corpus/assets/dist/scripts/corpus.min.js +++ b/sites/all/modules/figli/edlp_corpus/assets/dist/scripts/corpus.min.js @@ -321,6 +321,11 @@ Node.prototype.onUpdate = function(){ // this.p.velocity.multiplyScalar(0.99); + if(this.hover || this.opened){ + this.p.fixed = true; + }else{ + this.p.fixed = false; + } if(this.center) this.slowDownNearCenter(); @@ -530,14 +535,11 @@ for (var q = n+1; q < _nodes.length; q++) { if(q===n) continue; - // avoid impact between center and aside particules if((_nodes[n].center && _nodes[q].aside) || (_nodes[n].aside && _nodes[q].center)) continue; - // TODO: what if centered nodes are repulsing each other ?? - - margin = _nodes[n].center ? 1 : 1; + margin = _nodes[n].center ? 0 : 0; // in px // avoid impact between two centered particulses that comes to the center if(_nodes[n].center && _nodes[q].center){ @@ -548,7 +550,7 @@ d = _nodes[n].p.distanceTo(_nodes[q].p); - full_rad = _nodes[n].r*margin + _nodes[q].r*margin; + full_rad = _nodes[n].r + _nodes[q].r + margin; // if not colliding skip following if(d > full_rad) continue; diff --git a/sites/all/modules/figli/edlp_corpus/assets/scripts/corpus.js b/sites/all/modules/figli/edlp_corpus/assets/scripts/corpus.js index 2cdddd92c..2641c7809 100644 --- a/sites/all/modules/figli/edlp_corpus/assets/scripts/corpus.js +++ b/sites/all/modules/figli/edlp_corpus/assets/scripts/corpus.js @@ -321,6 +321,11 @@ Node.prototype.onUpdate = function(){ // this.p.velocity.multiplyScalar(0.99); + if(this.hover || this.opened){ + this.p.fixed = true; + }else{ + this.p.fixed = false; + } if(this.center) this.slowDownNearCenter(); @@ -530,14 +535,11 @@ for (var q = n+1; q < _nodes.length; q++) { if(q===n) continue; - // avoid impact between center and aside particules if((_nodes[n].center && _nodes[q].aside) || (_nodes[n].aside && _nodes[q].center)) continue; - // TODO: what if centered nodes are repulsing each other ?? - - margin = _nodes[n].center ? 1 : 1; + margin = _nodes[n].center ? 0 : 0; // in px // avoid impact between two centered particulses that comes to the center if(_nodes[n].center && _nodes[q].center){ @@ -548,7 +550,7 @@ d = _nodes[n].p.distanceTo(_nodes[q].p); - full_rad = _nodes[n].r*margin + _nodes[q].r*margin; + full_rad = _nodes[n].r + _nodes[q].r + margin; // if not colliding skip following if(d > full_rad) continue;