gravity/system.js
2026-01-03 18:40:04 -06:00

416 lines
12 KiB
JavaScript

import {OBJECT_HISTORY_SIZE} from './config.js';
import {MassObject} from './object.js';
import {
add, copy, cross, degrees,
direction, div, magnitude, mult,
square, sub, weightedAvg, zero
} from './vector.js';
export class System {
objects = [];
creatingObject = undefined;
selectedObject = undefined;
selectObjectStart = undefined;
panVelocityPaused = undefined;
paused = false;
constructor(sim) {
this.sim = sim;
}
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;
obj.position = add(start, sub(r, start.pointer));
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 = {...obj.acceleration};
// If this object is being created/selected, clamp its position
if (obj.id === this.getSelectedOrCreating()?.id) {
return;
}
obj.position = add(obj.position, mult(
elapsedTime,
add(
obj.velocity,
mult(obj.currentAcceleration, elapsedTime / 2)
),
));
});
// Collisions
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) {
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.forces.push(...T.forces);
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 = [];
}
}, {alive: true, startWith: i + 1});
});
// Recompute forces
this.computeForces();
// Predict velocities
this.forEachObject(obj => {
const acceleration = {...obj.acceleration};
obj.acceleration = div(add(obj.currentAcceleration, acceleration), 2);
obj.velocity = add(obj.velocity, mult(obj.acceleration, elapsedTime));
// 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();
}
});
}
// 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 ${i}`] = [
`<span style="background-color: rgb(${r},${g},${b});">&nbsp;&nbsp;</span>`,
`${obj.position.x.toPrecision(4)}, `,
`${obj.position.y.toPrecision(4)}, `,
`${obj.mass.toPrecision(4)} kg, `,
`${speed.toPrecision(2)} m/s, ${velocityDir.toPrecision(2)}°`,
`${accel.toPrecision(2)} m/s<sup>2</sup>, ${accelDir.toPrecision(2)}°`,
`Alive: ${obj.alive}`,
];
}, {alive: aliveOnly || null});
}
// Render the objects
this.drawObjects();
}
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);
}
doneCreatingObject() {
if (this.creatingObject !== undefined) {
this.creatingObject = undefined;
this.resume();
}
}
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;
}
get boundingBox() {
const box = this.reduce(({start, end}, obj) => {
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;
let ret;
if (start.x === undefined) {
ret = {
start: {x: lx, y: ly},
end: {x: gx, y: gy},
};
return ret;
}
ret = {
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),
}
};
return ret;
}, {
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;
}
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);
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});
}, {alive: true, startWith: i + 1});
});
// Also compute acceleration
this.forEachObject(obj => {
obj.acceleration = obj.getAcceleration();
});
}
computeSystemCenter() {
// Determine center of mass
const {totalMass, count, totalMassLocation} =
this.reduce((acc, obj) => ({
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) =>
add(acc, mult(obj.velocity, obj.mass)), zero);
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);
}
}