verlet gravity first cut

This commit is contained in:
Lentil Hoffman 2025-12-26 21:31:07 -06:00
parent 429357469d
commit 3b2122d2e6
Signed by: lentil
GPG Key ID: 0F5B99F3F4D0C087
3 changed files with 38 additions and 14 deletions

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@ -14,12 +14,12 @@ export const VELOCITY_VECTOR_COLOR = 'rgb(150, 150, 150)'; // optionally set to
export const VELOCITY_VECTOR_WIDTH = 1.5;
export const VELOCITY_VECTOR_ARROWHEAD = true;
export const ACCELERATION_VECTOR_SCALE = 1E-4;
export const ACCELERATION_VECTOR_SCALE = 1E-1;
export const ACCELERATION_VECTOR_COLOR = 'rgb(0, 255, 0)'; // optionally set to 'object color'
export const ACCELERATION_VECTOR_WIDTH = 1.5;
export const ACCELERATION_VECTOR_ARROWHEAD = true;
export const MOTION_TIME_SCALE = 5E-4;
export const MOTION_TIME_SCALE = 5E-5;
export const PAN_VELOCITY_SCALE_FACTOR = 1E-3;
export const ARROWHEAD_LENGTH = 7;
@ -31,7 +31,7 @@ export const ZOOM_IN_FACTOR = 1;
export const ZOOM_OUT_FACTOR = -1;
export const SCALE_POWER_MAX = 8;
export const SCALE_POWER_MIN = -8;
export const GRAVITATIONAL_CONSTANT = 1E6;
export const GRAVITATIONAL_CONSTANT = 1E5;
export const DRAGGABLE_ELEMENT_CLASSNAME = 'lhg-draggable-element';

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@ -7,6 +7,7 @@ export class MassObject {
color = {r: undefined, g: undefined, b: undefined};
created = undefined;
forces = []; // [{x, y}]
active = false;
constructor(x, y, index) {
this.index = index;

View File

@ -24,7 +24,11 @@ export class Objects {
}
doneCreatingObject() {
this.creatingObject = undefined;
if (this.creatingObject !== undefined) {
const obj = this.objects[this.creatingObject];
obj.active = true;
this.creatingObject = undefined;
}
}
object(i) {
@ -119,6 +123,7 @@ export class Objects {
const A = this.objects[i];
for (let j = i + 1; j < this.objects.length; j++) {
const B = this.objects[j];
if (!A.active || !B.active) continue;
const dx = (B.position.x - A.position.x);
const dy = (B.position.y - A.position.y);
const dSquared = dx ** 2 + dy ** 2;
@ -145,20 +150,38 @@ export class Objects {
// Calculate forces due to gravity.
this.computeForces(elapsedTime);
// Update velocities. Simple euler method for now.
// Generate predicted positions (Velocity verlet method)
for (let i = 0; i < this.objects.length; i++) {
const obj = this.objects[i];
const acceleration = obj.acceleration;
obj.velocity.x += acceleration.x * MOTION_TIME_SCALE * elapsedTime;
obj.velocity.y += acceleration.y * MOTION_TIME_SCALE * elapsedTime;
obj.currentAcceleration = {...obj.acceleration};
obj.projectedPosition = {
x: obj.position.x + MOTION_TIME_SCALE * elapsedTime *
(obj.velocity.x + 1/2 * obj.currentAcceleration.x * elapsedTime),
y: obj.position.y + MOTION_TIME_SCALE * elapsedTime *
(obj.velocity.y + 1/2 * obj.currentAcceleration.y * elapsedTime),
};
obj.currentPosition = {...obj.position};
obj.position = obj.projectedPosition;
}
// Recompute forces
this.computeForces();
// Average first and second predicted accelerations
for (let i = 0; i < this.objects.length; i++) {
const obj = this.objects[i];
const acceleration = {...obj.acceleration};
const meanAcceleration = {
x: (obj.currentAcceleration.x + acceleration.x) / 2,
y: (obj.currentAcceleration.y + acceleration.y) / 2,
};
obj.velocity.x += meanAcceleration.x * MOTION_TIME_SCALE * elapsedTime;
obj.velocity.y += meanAcceleration.y * MOTION_TIME_SCALE * elapsedTime;
obj.position.x = obj.currentPosition.x + obj.velocity.x * MOTION_TIME_SCALE * elapsedTime;
obj.position.y = obj.currentPosition.y + obj.velocity.y * MOTION_TIME_SCALE * elapsedTime;
}
// Update positions. Simple Euler method for now.
for (let i = 0; i < this.objects.length; i++) {
const obj = this.objects[i];
obj.position.x += obj.velocity.x * MOTION_TIME_SCALE * elapsedTime;
obj.position.y += obj.velocity.y * MOTION_TIME_SCALE * elapsedTime;
}
}
// Display objects info