verlet gravity first cut
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@ -14,12 +14,12 @@ export const VELOCITY_VECTOR_COLOR = 'rgb(150, 150, 150)'; // optionally set to
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export const VELOCITY_VECTOR_WIDTH = 1.5;
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export const VELOCITY_VECTOR_ARROWHEAD = true;
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export const ACCELERATION_VECTOR_SCALE = 1E-4;
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export const ACCELERATION_VECTOR_SCALE = 1E-1;
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export const ACCELERATION_VECTOR_COLOR = 'rgb(0, 255, 0)'; // optionally set to 'object color'
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export const ACCELERATION_VECTOR_WIDTH = 1.5;
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export const ACCELERATION_VECTOR_ARROWHEAD = true;
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export const MOTION_TIME_SCALE = 5E-4;
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export const MOTION_TIME_SCALE = 5E-5;
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export const PAN_VELOCITY_SCALE_FACTOR = 1E-3;
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export const ARROWHEAD_LENGTH = 7;
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@ -31,7 +31,7 @@ export const ZOOM_IN_FACTOR = 1;
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export const ZOOM_OUT_FACTOR = -1;
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export const SCALE_POWER_MAX = 8;
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export const SCALE_POWER_MIN = -8;
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export const GRAVITATIONAL_CONSTANT = 1E6;
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export const GRAVITATIONAL_CONSTANT = 1E5;
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export const DRAGGABLE_ELEMENT_CLASSNAME = 'lhg-draggable-element';
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@ -7,6 +7,7 @@ export class MassObject {
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color = {r: undefined, g: undefined, b: undefined};
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created = undefined;
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forces = []; // [{x, y}]
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active = false;
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constructor(x, y, index) {
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this.index = index;
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45
objects.js
45
objects.js
@ -24,7 +24,11 @@ export class Objects {
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}
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doneCreatingObject() {
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this.creatingObject = undefined;
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if (this.creatingObject !== undefined) {
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const obj = this.objects[this.creatingObject];
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obj.active = true;
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this.creatingObject = undefined;
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}
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}
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object(i) {
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@ -119,6 +123,7 @@ export class Objects {
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const A = this.objects[i];
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for (let j = i + 1; j < this.objects.length; j++) {
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const B = this.objects[j];
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if (!A.active || !B.active) continue;
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const dx = (B.position.x - A.position.x);
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const dy = (B.position.y - A.position.y);
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const dSquared = dx ** 2 + dy ** 2;
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@ -145,20 +150,38 @@ export class Objects {
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// Calculate forces due to gravity.
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this.computeForces(elapsedTime);
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// Update velocities. Simple euler method for now.
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// Generate predicted positions (Velocity verlet method)
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for (let i = 0; i < this.objects.length; i++) {
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const obj = this.objects[i];
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const acceleration = obj.acceleration;
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obj.velocity.x += acceleration.x * MOTION_TIME_SCALE * elapsedTime;
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obj.velocity.y += acceleration.y * MOTION_TIME_SCALE * elapsedTime;
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obj.currentAcceleration = {...obj.acceleration};
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obj.projectedPosition = {
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x: obj.position.x + MOTION_TIME_SCALE * elapsedTime *
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(obj.velocity.x + 1/2 * obj.currentAcceleration.x * elapsedTime),
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y: obj.position.y + MOTION_TIME_SCALE * elapsedTime *
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(obj.velocity.y + 1/2 * obj.currentAcceleration.y * elapsedTime),
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};
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obj.currentPosition = {...obj.position};
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obj.position = obj.projectedPosition;
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}
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// Recompute forces
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this.computeForces();
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// Average first and second predicted accelerations
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for (let i = 0; i < this.objects.length; i++) {
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const obj = this.objects[i];
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const acceleration = {...obj.acceleration};
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const meanAcceleration = {
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x: (obj.currentAcceleration.x + acceleration.x) / 2,
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y: (obj.currentAcceleration.y + acceleration.y) / 2,
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};
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obj.velocity.x += meanAcceleration.x * MOTION_TIME_SCALE * elapsedTime;
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obj.velocity.y += meanAcceleration.y * MOTION_TIME_SCALE * elapsedTime;
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obj.position.x = obj.currentPosition.x + obj.velocity.x * MOTION_TIME_SCALE * elapsedTime;
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obj.position.y = obj.currentPosition.y + obj.velocity.y * MOTION_TIME_SCALE * elapsedTime;
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}
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// Update positions. Simple Euler method for now.
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for (let i = 0; i < this.objects.length; i++) {
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const obj = this.objects[i];
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obj.position.x += obj.velocity.x * MOTION_TIME_SCALE * elapsedTime;
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obj.position.y += obj.velocity.y * MOTION_TIME_SCALE * elapsedTime;
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}
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}
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// Display objects info
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