229 lines
6.4 KiB
JavaScript
229 lines
6.4 KiB
JavaScript
import { MassObject } from './object.js';
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import {
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MASS_CREATION_RATE,
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DISPLAY_OBJECTS_INFO,
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MOTION_TIME_SCALE,
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GRAVITATIONAL_CONSTANT,
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} from './config.js';
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export class Objects {
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objects = [];
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creatingObject = undefined;
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selectedObject = undefined;
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paused = false;
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constructor(sim) {
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this.sim = sim;
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}
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pause() {
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if (this.sim.playing) {
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this.sim.playing = false;
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this.paused = true;
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}
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}
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resume() {
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if (this.paused) {
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this.sim.playing = true;
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this.paused = false;
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}
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}
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// Create an object with mass that grows as pointer is held down
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createObject(x, y) {
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const idx = this.objects.length;
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const obj = new MassObject(x, y, idx);
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this.creatingObject = idx;
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this.objects.push(obj);
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// Pause the simulation during mass creation; this avoids some complex local dynamics
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// TODO: Make this optional (toolbar item to enable)
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if (this.sim.getOption('pauseDuring.creation')) {
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this.pause();
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}
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}
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doneCreatingObject() {
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if (this.creatingObject !== undefined) {
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const obj = this.objects[this.creatingObject];
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this.creatingObject = undefined;
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this.resume();
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}
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}
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object(i) {
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return this.objects[i];
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}
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selectObject(i) {
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this.selectedObject = i;
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if (this.sim.getOption('pauseDuring.selection')) {
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this.pause();
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}
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}
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deselect() {
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this.selectedObject = undefined;
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this.resume();
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}
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getSelectedOrCreating() {
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let i = this.creatingObject ?? this.selectedObject;
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if (i !== undefined) {
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return this.objects[i];
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}
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}
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get length() {
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return this.objects.length;
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}
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get boundingBox() {
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const box = {
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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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for (let i = 0; i < this.objects.length; i++) {
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const obj = this.objects[i];
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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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return box;
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}
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objectAtLocation(x, y) {
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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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// If distance to object is less than object's radius, we are touching the object
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const dist = Math.pow((obj.position.x - x)**2 + (obj.position.y - y)**2, 1/2);
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if (dist <= obj.radius) {
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return i;
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}
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}
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}
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handlePointerDown({x, y}) {
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// If pointer is touching an object, select the object
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const touchingObject = this.objectAtLocation(x, y);
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if (touchingObject !== undefined) {
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this.selectObject(touchingObject);
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} else {
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// Otherwise, create a new object
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this.createObject(x, y);
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}
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}
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handlePointerUp({x, y}) {
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this.doneCreatingObject();
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this.deselect();
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}
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handlePointerMove({x, y, vx, vy}) {
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// If the cursor moves while creating an object, or while an object is selected,
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// update the position and velocity of the object
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const obj = this.getSelectedOrCreating();
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if (obj !== undefined) {
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obj.position.x = x;
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obj.position.y = y;
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obj.velocity.x = vx;
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obj.velocity.y = vy;
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}
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}
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computeForces() {
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if (this.objects.length < 2) return;
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for (let i = 0; i < this.objects.length; i++) {
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this.objects[i].forces = [];
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}
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for (let i = 0; i < this.objects.length; i++) {
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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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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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const d = Math.sqrt(dSquared);
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const F = GRAVITATIONAL_CONSTANT * A.mass * B.mass / dSquared;
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const Fx = F * dx / d;
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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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}
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}
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// Also compute acceleration
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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.acceleration = obj.getAcceleration();
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}
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}
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computeFrame(elapsedTime) {
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elapsedTime = elapsedTime * MOTION_TIME_SCALE;
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// If we're creating an object, increment its mass
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// with the mass creation rate accelerating over time
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if (this.creatingObject !== undefined) {
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const obj = this.objects[this.creatingObject];
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const rate = MASS_CREATION_RATE * obj.age;
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obj.mass += rate * elapsedTime;
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}
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// Calculate forces due to gravity.
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this.computeForces();
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if (this.sim.playing) {
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// Predict 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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obj.currentAcceleration = {...obj.acceleration};
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obj.position.x += elapsedTime *
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(obj.velocity.x + 1/2 * obj.currentAcceleration.x * elapsedTime);
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obj.position.y += elapsedTime *
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(obj.velocity.y + 1/2 * obj.currentAcceleration.y * elapsedTime);
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}
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// Recompute forces
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this.computeForces();
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// Predict velocities
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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.acceleration = {
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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 += obj.acceleration.x * elapsedTime;
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obj.velocity.y += obj.acceleration.y * elapsedTime;
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}
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// TODO: Collisions
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}
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// Display objects info
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if (DISPLAY_OBJECTS_INFO) {
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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 speed = Math.pow(obj.velocity.x ** 2 + obj.velocity.y ** 2, 1/2);
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// Invert y so that the angle is counterclockwise from x-axis
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const direction = Math.atan2(-obj.velocity.y, obj.velocity.x) * 180 / Math.PI;
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this.sim.info[`Object ${i}`] = [
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`${obj.position.x}, `,
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`${obj.position.y}, `,
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`${obj.mass.toPrecision(6)} kg, `,
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`${speed.toPrecision(2)} m/s, ${direction.toPrecision(2)}°`,
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];
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}
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}
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}
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}
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