import {EVENT_OBJECT_CREATE, EVENT_OBJECT_MERGE, OBJECT_HISTORY_SIZE} from './config.js';
import {MassObject} from './object.js';
import {
add, copy, cross, degrees, direction, div,
dot, magnitude, mult, square, sub, weightedAvg, zero
} from './vector.js';
export class System {
objects = [];
creatingObject = undefined;
selectedObject = undefined;
selectObjectStart = undefined;
paused = false;
constructor(sim) {
this.sim = sim;
}
toJSON() {
return {
objects: this.objects.map(obj => obj.toJSON()),
}
}
fromJSON({objects} = {}) {
objects = objects ?? [];
// Replace current state with the provided one.
// Assumes a backup has already been saved if desired.
this.objects = [];
for (const objectJSON of objects) {
const obj = new MassObject(this.sim, 0, 0);
obj.fromJSON(objectJSON);
this.objects.push(obj);
}
}
handlePointerDown({x, y}) {
// If pointer is touching an object, select the object
const touchingObject = this.objectAtLocation(x, y);
if (touchingObject !== undefined) {
this.selectObject(touchingObject, {x, y});
} else {
// Otherwise, create a new object
this.createObject(x, y);
}
}
handlePointerUp() {
const obj = this.getSelectedOrCreating();
if (obj === undefined) return;
this.doneCreatingObject();
this.deselect();
// Convert pointer velocity to simulation scale
obj.velocity = div(this.sim.pointer.latestVelocity, this.sim.display.scale);
// Including time scale - if time is slow, our motion is relatively faster
if (this.sim.getOption('compensate.timeScale')) {
obj.velocity = div(obj.velocity, this.sim.timeScale);
}
obj.velocity = add(obj.velocity, this.sim.panning.velocity);
}
handlePointerMove(r) {
// If the cursor moves while creating an object, or while an object is selected,
// update the position using the pointer motion but the velocity using the pointer velocity
const obj = this.getSelectedOrCreating();
if (obj === undefined) return;
const start = this.selectedObjectStart;
const delta = sub(r, start.pointer);
// TODO: Calculate work done by pointer here?
// Either interpolate the acceleration and use m*a, or
// measure the change in the object's kinetic energy
// Or both!
// In the frame loop, for the selected object we already calculate
// the work done by the pointer in preventing the acceleration the object
// would have experienced.
// But that doesn't capture the work done by the pointer moving the object.
// If the sim is paused, the dot(force, displacement) method loses accuracy.
// If the sim is paused though, then channge in kinetic energy will be easy to measure.
// If the sim is not paused, we can use dot(force, displacement) method.
obj.position = add(start, delta);
obj.velocity = zero;
}
frame(elapsedTime) {
// If we're creating an object, increment its mass
// with the mass creation rate accelerating over time
if (this.creatingObject !== undefined) {
const obj = this.objects[this.creatingObject];
let massCreationRate = this.sim.getOption('param.massCreationRate');
massCreationRate /= this.sim.display.scale;
// Keep consistent time scale
if (this.sim.getOption('compensate.timeScale')) {
massCreationRate /= this.sim.timeScale;
}
obj.mass += massCreationRate * elapsedTime;
}
// Calculate forces due to gravity.
this.computeForces();
if (this.sim.playing) {
// Predict positions (Velocity verlet method)
this.forEachObject(obj => {
obj.currentAcceleration = copy(obj.acceleration);
// If this object is being created/selected, we're not going to let it move...
// but we can calculate the work being done by holding it in place.
obj.currentPosition = copy(obj.position);
obj.position = add(obj.position, mult(
elapsedTime,
add(
obj.velocity,
mult(obj.currentAcceleration, elapsedTime / 2)
),
));
});
// Recompute forces
this.computeForces();
// Predict velocities
this.forEachObject(obj => {
const acceleration = copy(obj.acceleration);
obj.acceleration = div(add(obj.currentAcceleration, acceleration), 2);
obj.velocity = add(obj.velocity, mult(obj.acceleration, elapsedTime));
// If the user is positioning this object, we'll leave its position unchanged;
// but let's compute how much work we're doing to accomplish it!
if (obj.id === this.getSelectedOrCreating()?.id) {
const delta = sub(obj.currentPosition, obj.position);
const netForce = mult(obj.acceleration, obj.mass);
const work = dot(netForce, delta);
obj.position = obj.currentPosition;
obj.workDoneByPointer += work;
}
// Append to object history
obj.history.push({position: {...obj.position}});
// TODO: store object color changes in history
// Enforce object history length
while (obj.history.length > OBJECT_HISTORY_SIZE) {
obj.history.shift();
}
});
// Collisions
this.forEachObject((A, i) => {
this.forEachObject((B, j) => {
if (this.objectsOverlap(A, B)) {
this.bounceObjects(i, j, elapsedTime);
}
}, {alive: true, startWith: i + 1});
});
}
// Display total energy
const totalKE = this.reduce((total, obj) => {
const energy = obj.mass * square(obj.velocity) / 2;
return total + energy;
}, 0, {alive: true});
const G = this.sim.getOption('param.gravity');
const totalGPE = this.reduce((total, A, i) => {
return total + this.reduce((objTotal, B) => {
const energy = -G * A.mass * B.mass / magnitude(sub(A.position, B.position));
return objTotal + energy;
}, 0, {alive: true, startWith: i + 1});
}, 0, {alive: true});
const netMomentum = this.reduce((net, obj) => add(net, obj.momentum), zero);
this.sim.info['Total E'] = (totalKE + totalGPE).toExponential(2);
this.sim.info['Total K'] = totalKE.toExponential(2);
this.sim.info['Total Ug'] = totalGPE.toExponential(2);
this.sim.info['Net Momentum'] = magnitude(netMomentum).toExponential(2);
// Display objects info
// First clear info from previous frame
this.forEachObject((_obj, i) => {
delete this.sim.info[`Object ${i}`];
}, {alive: null});
if (this.sim.getOption('debug.objectsInfo')) {
const aliveOnly = this.sim.getOption('debug.aliveObjects');
this.forEachObject((obj, i) => {
const speed = magnitude(obj.velocity);
const accel = magnitude(obj.acceleration);
// Give angle counterclockwise from horizontal
const velocityDir = -1 * degrees(direction(obj.velocity));
const accelDir = -1 * degrees(direction(obj.acceleration));
const {r, g, b} = obj.color;
this.sim.info[`Object ${i}`] = [
` `,
`${obj.position.x.toPrecision(4)}, `,
`${obj.position.y.toPrecision(4)}, `,
`${obj.mass.toPrecision(4)} kg, `,
`${speed.toPrecision(2)} m/s, ${velocityDir.toPrecision(2)}°`,
`${accel.toPrecision(2)} m/s2, ${accelDir.toPrecision(2)}°`,
`Alive: ${obj.alive}`,
];
}, {alive: aliveOnly || null});
}
// Render the objects
this.drawObjects();
}
// Pause and resume to enable automatic pause on object create/select
// in this mode (mass generation)
pause() {
this.sim.pause();
this.paused = true;
}
resume() {
if (this.paused) {
this.paused = false;
this.sim.play();
}
}
// Create an object with mass that grows as pointer is held down
createObject(x, y) {
const idx = this.objects.length;
const obj = new MassObject(this.sim, x, y);
this.creatingObject = idx;
this.selectedObjectStart = {x, y, pointer: {x, y}};
this.objects.push(obj);
// Pause the simulation during mass creation; this avoids some complex local dynamics
if (this.sim.getOption('pauseDuring.creation')) {
this.pause();
}
obj.velocity = copy(this.sim.panning.velocity);
const e = new CustomEvent(EVENT_OBJECT_CREATE, {detail: {obj}});
this.sim.div.dispatchEvent(e);
}
doneCreatingObject() {
if (this.creatingObject !== undefined) {
this.creatingObject = undefined;
this.resume();
}
}
// cb: (obj) => undefined
onCreate(cb) {
this.sim.div.addEventListener(EVENT_OBJECT_CREATE, ({detail: {obj}}) => {
cb(obj);
});
}
// cb: ({surviving, merged}) => undefined
onMerge(cb) {
this.sim.div.addEventListener(EVENT_OBJECT_MERGE, ({detail: {surviving, merged}}) => {
cb({surviving, merged});
});
}
object(i) {
return this.objects[i];
}
selectObject(i, pointer) {
this.selectedObject = i;
const {x, y} = this.object(i).position;
this.selectedObjectStart = {x, y, pointer};
if (this.sim.getOption('pauseDuring.selection')) {
this.pause();
}
}
deselect() {
this.selectedObject = undefined;
this.selectedObjectStart = undefined;
this.resume();
}
getSelectedOrCreating() {
let i = this.creatingObject ?? this.selectedObject;
if (i !== undefined) {
return this.objects[i];
}
}
get length() {
return this.objects.length;
}
getBoundingBox(objects = []) {
const box = this.reduce(({start, end}, obj) => {
if (objects.length && !objects.includes(obj)) return {start, end};
const lx = obj.position.x - obj.radius;
const gx = obj.position.x + obj.radius;
const ly = obj.position.y - obj.radius;
const gy = obj.position.y + obj.radius;
if (start.x === undefined) {
return {
start: {x: lx, y: ly},
end: {x: gx, y: gy},
};
}
return {
start: {
x: Math.min(start.x, lx),
y: Math.min(start.y, ly),
},
end: {
x: Math.max(end.x, gx),
y: Math.max(end.y, gy),
}
};
}, {
start: {x: undefined, y: undefined},
end: {x: undefined, y: undefined},
});
box.start.x = (box.start.x ?? 0);
box.start.y = (box.start.y ?? 0);
box.end.x = (box.end.x ?? 0);
box.end.y = (box.end.y ?? 0);
return box;
}
objectAtLocation(x, y) {
let idx = undefined;
this.selectedObjectStart = undefined;
this.forEachObject((obj, i) => {
// If distance to object is less than object's radius, we are touching the object
const dist = magnitude(sub(obj.position, {x, y}));
if (dist <= obj.radius) {
idx = i;
return null;
}
});
return idx;
}
// cb: (obj, idx) => {}
forEachObject(cb, {alive, startWith} = {}) {
if (alive === undefined) alive = true;
for (let i = startWith ?? 0; i < this.objects.length; i++) {
const obj = this.objects[i];
if (alive === null || alive == obj.alive) {
const ret = cb(obj, i);
if (ret === null) break;
}
}
}
drawObjects() {
// Draw all paths, all objects, and then all arrows
this.forEachObject(obj => obj.drawPath(this.sim.display), {alive: null});
this.forEachObject(obj => obj.drawObject(this.sim.display), {alive: true});
this.forEachObject(obj => obj.drawSelection(this.sim.display), {alive: true});
this.forEachObject(obj => obj.drawArrows(this.sim.display), {alive: true});
}
// cb: (acc, obj, idx) => {}
reduce(cb, initial, opts) {
let acc = initial;
this.forEachObject((obj, idx) => {
const ret = cb(acc, obj, idx);
if (ret !== undefined) {
acc = ret;
}
}, opts);
return acc;
}
// cb: (obj, idx) => boolean
filter(cb, opts) {
let objects = [];
this.forEachObject((obj, idx) => {
const ret = cb(obj, idx);
if (ret) {
objects.push(obj);
}
}, opts);
return objects;
}
objectsOverlap(A, B) {
const dx = (B.position.x - A.position.x);
const dy = (B.position.y - A.position.y);
const dSquared = dx ** 2 + dy ** 2;
const d = Math.sqrt(dSquared);
return d < A.radius + B.radius;
}
bounceObjects(i, j, elapsedTime) {
const A = this.object(i);
const B = this.object(j);
const totalMass = A.mass + B.mass;
// TODO: Handle scenario where an object overlaps more than one other object
const autoMerge = true;
const Z = this.sim.getOption('param.elasticity'); // Elasticity: 0 = inelastic, 1 = elastic
const r = sub(A.position, B.position);
const normal = div(r, magnitude(r));
const tangent = {x: -normal.y, y: normal.x};
const vAt = dot(A.velocity, tangent);
// Require that objects are moving toward each other!
// Normal is directed toward A, so they are moving toward each other if vBn > vAn
const vAn = dot(A.velocity, normal);
const vBn = dot(B.velocity, normal);
if (vAn >= vBn) {
// The objects are already moving away from each other
return;
}
// TODO: Relative tangential velocity, and initial rotation of each object, should impart angular momentum
// Also TODO: In partially elastic case, compute partial angular momentum transfer
// Are these objects sticking together?
// One way to determine this is,
// does either object have enough KE to escape their gravitational potential?
if (autoMerge) {
// const vSquared = Math.abs(vAn - vBn) ** 2;
const vSquared = square(sub(A.velocity, B.velocity));
const G = this.sim.getOption('param.gravity');
const mergeThreshold = this.sim.getOption('param.mergeThreshold');
if (vSquared < mergeThreshold * G * totalMass / magnitude(r)) {
// Neither object looks like it can escape!
this.mergeObjects(i, j);
return;
}
}
// Calculate the collision
const Zscaled = Math.sqrt(Z);
const vAnNew = (vAn * (A.mass - Zscaled * B.mass) + vBn * (1 + Zscaled) * B.mass) / totalMass;
const vA = add(mult(tangent, vAt), mult(normal, vAnNew));
const vB = div(add(mult(A.velocity, A.mass), mult(B.velocity, B.mass), mult(vA, -A.mass)), B.mass);
// What about position?? The objects are still overlapping.
// If we fire and forget, we're hoping the object escapes within the next frame.
// But it often doesn't. We catch some of these by verifing a positive relative radial velocity.
// However, if the objects have sufficient tangential velocity,
// or if we're imparting tangential velocity due to initial rotation in partially elastic cases,
// then they can remain overlapping in the next frame despite having substantial velocity.
// Then, in the next frame, since the masses are so close together, they accelerate toward each other
// and may remain overlapping in the next frame; and so they can orbit in this overlapping manner.
// However, this is an unstable orbit due to its sensitivity to parameters, including framerate!
// Therefore it is desireable not only to mitigate, but to prevent this scenario by enforcing that
// the objects never remain overlapping at the end of a frame computation!
// The question then becomes, what is the best accuracy we can reasonably hope to achieve?
// We are altering the objects gravitational potentials if we move them from their simulated positions.
// This might be fine given the relative infrequence of collisions.
// 1. So a first order solution would be to back the object to its initial position, and leave it there.
// 2. An improvement could be to move it from its initial position, to the position it would have after the same duration
// as the current frame had elapsed, but with the velocity we've computed for it after collision.
// 3. A further improvement would be to linearly interpolate along its computed path, and then update its position
// using the remaining time in the current interval.
// 4. A yet further improvement would be to interpolate quadratically when estimating the point of collision!
// The linear interpolation solution sounds likely to be sufficient, given that the risk of error is not even a change in
// the resulting deflection angle, but only of the exact position of the object.
// What are likely issues with the simplest solution? An object could perhaps get stuck in place if we fail to update its position.
// That brings us to the second solution. It sounds likely fine; the risk of error is just a slight change in the object's position,
// which is guaranteed to be less than a frame's worth of distance travelled.
// TODO: Specify desired level of accuracy ^_^
// Well, by experimenting we found the problem with the second solution; because the objects are close together,
// giving them an altitude boost greatly diminishes their gravitational potential, increasing their separation.
// It turns out that's the problem with the first solution too!
// But it depends on how far into the frame the objects collide. Which brings us to interpolation.
// Determine time of collision, relative to start of frame.
// We know the objects are accelerating toward each other, possibly rapidly.
// Therefore we really need to interpolate quadratically.
// But even that will not be accurate, as the force is increasing substantially during the interval as well.
//
// What we may really want to do is to run the whole frame computation multiple times, searching for a moment before impact, to whatever specified precision.
// Then we re-run the whole frame from that point...
// Another pathway here is to approximate the resulting position but then to adjust
// the resulting velocity in order to preserve the object's final energy,
// by subtracting for the decrease in gravitational potential energy.
// The objects never should have gotten so close... we should probably do interpolation and re-run whole frame.
A.position = add(A.currentPosition, mult(elapsedTime, vA));
B.position = add(B.currentPosition, mult(elapsedTime, vB));
const G = this.sim.getOption('param.gravity');
const dV = 2 * G * (
1 / magnitude(sub(A.position, B.position)) -
1 / magnitude(sub(A.currentPosition, B.currentPosition))
);
const vAmag = Math.sqrt(square(A.velocity) - B.mass * dV);
const vBmag = Math.sqrt(square(B.velocity) - A.mass * dV);
A.velocity = mult(vA, div(vAmag, magnitude(vA)));
B.velocity = mult(vB, div(vBmag, magnitude(vB)));
}
mergeObjects(i, j) {
const A = this.object(i);
const B = this.object(j);
let S, T;
// Merge the older into the newer, in order to provide mass creation rate continuity
if (A.age > B.age) {
// A merges into B; B survives
S = B;
T = A;
// If A was selected or being created, select S instead
if (this.creatingObject === i) this.creatingObject = j;
if (this.selectedObject === i) this.selectedObject = j;
} else {
// B merges into A; A survives
S = A;
T = B;
// If B was selected or being created, select S instead
if (this.creatingObject === j) this.creatingObject = i;
if (this.selectedObject === j) this.selectedObject = i;
}
// Merge T into S:
// Set position = center of mass
// Set velocity = total momentum / total mass
// Combine forces
// Add masses
// Average color
S.position = weightedAvg([[S.position, S.mass], [T.position, T.mass]]);
S.velocity = weightedAvg([[S.velocity, S.mass], [T.velocity, T.mass]]);
S.mass += T.mass;
S.color = {
r: (S.mass * S.color.r + T.mass * T.color.r) / (S.mass + T.mass),
g: (S.mass * S.color.g + T.mass * T.color.g) / (S.mass + T.mass),
b: (S.mass * S.color.b + T.mass * T.color.b) / (S.mass + T.mass),
};
T.alive = false;
T.forces = [];
const e = new CustomEvent(EVENT_OBJECT_MERGE, {detail: {surviving: S, merged: T}});
this.sim.div.dispatchEvent(e);
}
computeForces() {
const gravity = this.sim.getOption('param.gravity');
if (this.objects.length < 2) return;
this.forEachObject(obj => {
obj.forces = [];
});
this.forEachObject((A, i) => {
this.forEachObject(B => {
const r = sub(B.position, A.position);
const dSquared = square(r);
const d = Math.sqrt(dSquared);
// If the objects are overlapping, don't apply gravity;
// This should give them a chance to fully rebound, and avoid accidental capture.
// if (d <= A.radius + B.radius) {
// return;
// }
const F = gravity * A.mass * B.mass / dSquared;
const Fx = F * r.x / d;
const Fy = F * r.y / d;
// Equal and opposite forces
A.forces.push({x: Fx, y: Fy});
B.forces.push({x: -Fx, y: -Fy});
if (A.currentPosition && B.currentPosition) {
A.workDoneByForces += dot({x: Fx, y: Fy}, sub(A.position, A.currentPosition));
B.workDoneByForces += dot({x: Fx, y: Fy}, sub(B.position, B.currentPosition));
}
}, {alive: true, startWith: i + 1});
});
// Additional computations
this.forEachObject(obj => {
// Acceleration
obj.acceleration = obj.getAcceleration();
});
}
computeSystemCenter(objects = []) {
// Determine center of mass
const {totalMass, count, totalMassLocation} =
this.reduce((acc, obj) => {
if (objects.length && !objects.includes(obj)) return acc;
return {
count: acc.count + 1,
totalMass: acc.totalMass + obj.mass,
totalMassLocation: add(acc.totalMassLocation,
mult(obj.position, obj.mass)),
};
}, {
totalMassLocation: {x: 0, y: 0},
totalMass: 0,
count: 0,
});
const centerOfMass = count ? div(totalMassLocation, totalMass) : zero;
// Determine average momentum
const netMomentum = this.reduce((acc, obj) => {
if (objects.length && !objects.includes(obj)) return acc;
return add(acc, mult(obj.velocity, obj.mass));
}, zero, {alive: true});
return {totalMass, count, totalMassLocation, centerOfMass, netMomentum};
}
computeSystemAngularMomentum(centerOfMass) {
if (!centerOfMass) {
const sys = this.computeSystemCenter();
centerOfMass = sys.centerOfMass;
}
return this.reduce((acc, obj) => {
// Angular momentum for each object is m * s / d
// where d is the distance of the object from the global center of mass
// and s is the magnitude of the cross product of v and r
const r = sub(obj.position, centerOfMass);
const s = cross(obj.velocity, r);
const d = Math.sqrt(r.x ** 2 + r.y ** 2);
return acc + obj.mass * s / d;
}, 0);
}
}