objects reducer, and some angular momentum calculations
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bb331a8a40
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@ -72,7 +72,7 @@ export class Display {
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}
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drawObjects() {
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this.sim.objects.forEachObject(obj => obj.drawObject(this.sim), null);
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this.sim.objects.forEachObject(obj => obj.drawObject(this.sim), {alive: null});
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}
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drawArrow(startX, startY, endX, endY, {style, width, arrowhead, arrowheadLength, fill, ifShort}) {
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BIN
favicon.ico
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BIN
favicon.ico
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Binary file not shown.
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After Width: | Height: | Size: 31 KiB |
55
objects.js
55
objects.js
@ -86,25 +86,25 @@ export class Objects {
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}
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get boundingBox() {
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const box = {
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const box = this.reduce((acc, obj) => {
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if (acc.start.x === undefined) {
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acc.start = {...obj.position};
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acc.end = {...obj.position};
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} else {
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if (obj.position.x < acc.start.x) acc.start.x = obj.position.x;
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if (obj.position.x > acc.end.x) acc.end.x = obj.position.x;
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if (obj.position.y < acc.start.y) acc.start.y = obj.position.y;
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if (obj.position.y > acc.end.y) acc.end.y = obj.position.y;
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}
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}, {
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start: {x: undefined, y: undefined},
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end: {x: undefined, y: undefined},
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};
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this.forEachObject(obj => {
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if (box.start.x === undefined) {
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box.start = {...obj.position};
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box.end = {...obj.position};
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} else {
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if (obj.position.x < box.start.x) box.start.x = obj.position.x;
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if (obj.position.x > box.end.x) box.end.x = obj.position.x;
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if (obj.position.y < box.start.y) box.start.y = obj.position.y;
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if (obj.position.y > box.end.y) box.end.y = obj.position.y;
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}
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});
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box.start.x -= ZOOM_TO_FIT_PADDING;
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box.start.y -= ZOOM_TO_FIT_PADDING;
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box.end.x += ZOOM_TO_FIT_PADDING;
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box.end.y += ZOOM_TO_FIT_PADDING;
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box.start.x = (box.start.x ?? 0) - ZOOM_TO_FIT_PADDING;
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box.start.y = (box.start.y ?? 0) - ZOOM_TO_FIT_PADDING;
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box.end.x = (box.end.x ?? 0) + ZOOM_TO_FIT_PADDING;
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box.end.y = (box.end.y ?? 0) + ZOOM_TO_FIT_PADDING;
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return box;
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}
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@ -155,9 +155,9 @@ export class Objects {
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}
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// cb: (obj, idx) => {}
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// TODO: Reducer
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forEachObject(cb, alive = true, startWith = 0) {
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for (let i = startWith; i < this.objects.length; i++) {
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forEachObject(cb, {alive, startWith} = {}) {
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if (alive === undefined) alive = true;
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for (let i = startWith ?? 0; i < this.objects.length; i++) {
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const obj = this.objects[i];
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if (alive === null || alive == obj.alive) {
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const ret = cb(obj, i);
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@ -166,6 +166,19 @@ export class Objects {
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}
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}
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// cb: (acc, obj, idx) => {}
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reduce(cb, initial, opts) {
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let acc = initial;
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console.log('reduce, initial', acc);
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this.forEachObject((obj, idx) => {
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const ret = cb(acc, obj, idx);
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if (ret !== undefined) {
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acc = ret;
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}
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}, opts);
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return acc;
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}
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computeForces() {
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const gravity = this.sim.getOption('param.gravity');
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if (this.objects.length < 2) return;
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@ -183,7 +196,7 @@ export class Objects {
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const Fy = F * dy / d;
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A.forces.push({ x: Fx, y: Fy });
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B.forces.push({ x: -Fx, y: -Fy });
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}, true, i + 1);
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}, {alive: true, startWith: i + 1});
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});
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// Also compute acceleration
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this.forEachObject(obj => {
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@ -262,7 +275,7 @@ export class Objects {
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T.alive = false;
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T.forces = [];
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}
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}, true, i + 1);
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}, {alive: true, startWith: i + 1});
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});
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}
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@ -92,7 +92,7 @@ export class PlayPause extends Tool {
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// Obliterate object histories
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this.sim.objects.forEachObject(obj => {
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obj.history = [];
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}, null);
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}, {alive: null});
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});
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}
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}
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67
tool/zoom.js
67
tool/zoom.js
@ -90,31 +90,70 @@ export class Zoom extends Tool {
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});
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zeroVelocity.addEventListener('click', () => {
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// Determine average momentum
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const netMomentum = {x: 0, y: 0};
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let totalMass = 0;
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let count = 0;
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this.sim.objects.forEachObject(obj => {
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count++;
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netMomentum.x += obj.mass * obj.velocity.x;
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netMomentum.y += obj.mass * obj.velocity.y;
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totalMass += obj.mass;
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// TODO: Zero net angular momentum
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// Determine center of mass
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const { totalMass, count, totalMassLocation } =
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this.sim.objects.reduce((acc, obj) => ({
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count: acc.count + 1,
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totalMass: acc.totalMass + obj.mass,
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totalMassLocation: {
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x: acc.totalMassLocation.x + obj.position.x * obj.mass,
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y: acc.totalMassLocation.y + obj.position.y * obj.mass,
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},
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}), {
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totalMassLocation: {x: 0, y: 0},
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totalMass: 0,
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count: 0,
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});
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if (!count) {
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return;
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}
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if (!count) return;
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const centerOfMass = {
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x: totalMassLocation.x / totalMass,
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y: totalMassLocation.y / totalMass,
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};
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console.log({totalMass, count, totalMassLocation, centerOfMass});
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// Determine total angular momentum
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const netAngularMomentum = this.sim.objects.reduce((acc, obj, idx) => {
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// Angular momentum for each object is m * s / d
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// where d is the distance of the object from the global center of mass
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// and s is the magnitude of the cross product of v and r
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const r = {
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x: obj.position.x - centerOfMass.x,
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y: obj.position.y - centerOfMass.y,
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};
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const v = obj.velocity;
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const s = v.x * r.y - v.y * r.x;
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const d = Math.sqrt(r.x ** 2 + r.y ** 2);
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console.log(`obj ${idx} s`, s, 'd', d);
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return acc + obj.mass * s / d;
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}, 0);
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console.log('net angular momentum', netAngularMomentum);
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const netAngularVelocity = netAngularMomentum / totalMass;
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console.log('net angular velocity', netAngularVelocity);
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// TODO: Apply rotation...
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// Determine average momentum
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const netMomentum = this.sim.objects.reduce((acc, obj) => ({
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x: acc.x + obj.mass * obj.velocity.x,
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y: acc.y + obj.mass * obj.velocity.y,
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}), { x: 0, y: 0 });
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const netVelocity = {
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x: netMomentum.x / totalMass,
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y: netMomentum.y / totalMass,
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};
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// Apply offset to all object velocities
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this.sim.objects.forEachObject(obj => {
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obj.velocity.x -= netVelocity.x;
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obj.velocity.y -= netVelocity.y;
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});
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// TODO: Zero net angular momentum
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// Cancel panning
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this.sim.pointer.panning = undefined;
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});
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