gravity/objects.js

291 lines
8.7 KiB
JavaScript

import { MassObject } from './object.js';
import {
MASS_CREATION_RATE,
DISPLAY_OBJECTS_INFO,
GRAVITATIONAL_CONSTANT,
ZOOM_TO_FIT_PADDING,
} from './config.js';
export class Objects {
objects = [];
creatingObject = undefined;
selectedObject = undefined;
paused = false;
panVelocityPaused = undefined;
constructor(sim) {
this.sim = sim;
}
pause() {
if (this.sim.playing) {
this.sim.playing = false;
this.paused = true;
if (this.sim.pointer.panning?.velocity) {
this.sim.pointer.panning.paused = true;
}
}
}
resume() {
if (this.paused) {
this.sim.playing = true;
this.paused = false;
if (this.sim.pointer.panning?.paused) {
this.sim.pointer.panning.paused = false;
}
}
}
// Create an object with mass that grows as pointer is held down
createObject(x, y) {
const idx = this.objects.length;
const obj = new MassObject(x, y, idx);
this.creatingObject = idx;
this.objects.push(obj);
// Pause the simulation during mass creation; this avoids some complex local dynamics
if (this.sim.getOption('pauseDuring.creation')) {
this.pause();
}
if (this.sim.pointer.panning?.velocity) {
obj.velocity = {...this.sim.pointer.panning.velocity};
}
}
doneCreatingObject() {
if (this.creatingObject !== undefined) {
this.creatingObject = undefined;
this.resume();
}
}
object(i) {
return this.objects[i];
}
selectObject(i) {
this.selectedObject = i;
if (this.sim.getOption('pauseDuring.selection')) {
this.pause();
}
}
deselect() {
this.selectedObject = undefined;
this.resume();
}
getSelectedOrCreating() {
let i = this.creatingObject ?? this.selectedObject;
if (i !== undefined) {
return this.objects[i];
}
}
get length() {
return this.objects.length;
}
get boundingBox() {
const box = {
start: {x: undefined, y: undefined},
end: {x: undefined, y: undefined},
};
this.forEachObject(obj => {
if (box.start.x === undefined) {
box.start = {...obj.position};
box.end = {...obj.position};
} else {
if (obj.position.x < box.start.x) box.start.x = obj.position.x;
if (obj.position.x > box.end.x) box.end.x = obj.position.x;
if (obj.position.y < box.start.y) box.start.y = obj.position.y;
if (obj.position.y > box.end.y) box.end.y = obj.position.y;
}
});
box.start.x -= ZOOM_TO_FIT_PADDING;
box.start.y -= ZOOM_TO_FIT_PADDING;
box.end.x += ZOOM_TO_FIT_PADDING;
box.end.y += ZOOM_TO_FIT_PADDING;
return box;
}
objectAtLocation(x, y) {
let idx = undefined;
this.forEachObject((obj, i) => {
// If distance to object is less than object's radius, we are touching the object
const dist = Math.pow((obj.position.x - x)**2 + (obj.position.y - y)**2, 1/2);
if (dist <= obj.radius) {
idx = i;
return null;
}
});
return idx;
}
handlePointerDown({x, y}) {
// If pointer is touching an object, select the object
const touchingObject = this.objectAtLocation(x, y);
if (touchingObject !== undefined) {
this.selectObject(touchingObject);
} else {
// Otherwise, create a new object
this.createObject(x, y);
}
}
handlePointerUp() {
this.doneCreatingObject();
this.deselect();
}
handlePointerMove({x, y, vx, vy}) {
// If the cursor moves while creating an object, or while an object is selected,
// update the position and velocity of the object
const obj = this.getSelectedOrCreating();
if (this.sim.pointer.panning?.velocity) {
vx += this.sim.pointer.panning.velocity.x;
vy += this.sim.pointer.panning.velocity.y;
}
if (obj !== undefined) {
obj.position.x = x;
obj.position.y = y;
obj.velocity.x = vx;
obj.velocity.y = vy;
}
}
// cb: (obj, idx) => {}
// TODO: Reducer
forEachObject(cb, alive = true, startWith = 0) {
for (let i = startWith; 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;
}
}
}
computeForces() {
if (this.objects.length < 2) return;
this.forEachObject(obj => {
obj.forces = [];
});
this.forEachObject((A, i) => {
this.forEachObject(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);
const F = GRAVITATIONAL_CONSTANT * A.mass * B.mass / dSquared;
const Fx = F * dx / d;
const Fy = F * dy / d;
A.forces.push({ x: Fx, y: Fy });
B.forces.push({ x: -Fx, y: -Fy });
}, true, i + 1);
});
// Also compute acceleration
this.forEachObject(obj => {
obj.acceleration = obj.getAcceleration();
});
}
computeFrame(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];
const rate = MASS_CREATION_RATE * obj.age;
obj.mass += rate * elapsedTime;
}
// Calculate forces due to gravity.
this.computeForces();
if (this.sim.playing) {
// Predict positions (Velocity verlet method)
this.forEachObject(obj => {
obj.currentAcceleration = {...obj.acceleration};
obj.position.x += elapsedTime *
(obj.velocity.x + 1/2 * obj.currentAcceleration.x * elapsedTime);
obj.position.y += elapsedTime *
(obj.velocity.y + 1/2 * obj.currentAcceleration.y * elapsedTime);
});
// Collisions
if (this.sim.getOption('collision.merge')) {
this.forEachObject((A, i) => {
this.forEachObject((B, j) => {
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);
if (d < A.radius + B.radius) {
// Merge B into A:
// Set position = center of mass
// Set velocity = total momentum / total mass
// Combine forces
// Add masses
// Average color
// If B was selected or being created, select A instead
// Remove B using splice
A.position.x = (A.position.x * A.mass + B.position.x * B.mass) / (A.mass + B.mass);
A.position.y = (A.position.y * A.mass + B.position.y * B.mass) / (A.mass + B.mass);
A.velocity.x = (A.velocity.x * A.mass + B.velocity.x * B.mass) / (A.mass + B.mass);
A.velocity.y = (A.velocity.y * A.mass + B.velocity.y * B.mass) / (A.mass + B.mass);
A.forces.push(...B.forces);
A.mass += B.mass;
A.color = {
r: (A.mass * A.color.r + B.mass * B.color.r) / (A.mass + B.mass),
g: (A.mass * A.color.g + B.mass * B.color.g) / (A.mass + B.mass),
b: (A.mass * A.color.b + B.mass * B.color.b) / (A.mass + B.mass),
};
if (this.creatingObject === j) this.creatingObject = i;
if (this.selectedObject === j) this.selectedObject = i;
B.alive = false;
B.forces = [];
}
}, true, i + 1);
});
}
// Recompute forces
this.computeForces();
// Predict velocities
this.forEachObject(obj => {
const acceleration = {...obj.acceleration};
obj.acceleration = {
x: (obj.currentAcceleration.x + acceleration.x) / 2,
y: (obj.currentAcceleration.y + acceleration.y) / 2,
};
obj.velocity.x += obj.acceleration.x * elapsedTime;
obj.velocity.y += obj.acceleration.y * elapsedTime;
// Append to object history
// TODO: enforce object history length
// TODO: store object color changes in history
obj.history.push({position: {...obj.position}});
});
}
// Display objects info
if (DISPLAY_OBJECTS_INFO) {
this.forEachObject((obj, i) => {
const speed = Math.pow(obj.velocity.x ** 2 + obj.velocity.y ** 2, 1/2);
// Invert y so that the angle is counterclockwise from x-axis
const direction = Math.atan2(-obj.velocity.y, obj.velocity.x) * 180 / Math.PI;
this.sim.info[`Object ${i}`] = [
`${obj.position.x.toPrecision(6)}, `,
`${obj.position.y.toPrecision(6)}, `,
`${obj.mass.toPrecision(6)} kg, `,
`${speed.toPrecision(2)} m/s, ${direction.toPrecision(2)}°`,
];
});
}
}
}