414 lines
13 KiB
JavaScript
414 lines
13 KiB
JavaScript
import { MassObject } from './object.js';
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export class System {
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objects = [];
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creatingObject = undefined;
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selectedObject = undefined;
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selectObjectStart = undefined;
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paused = false;
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panVelocityPaused = undefined;
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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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if (this.sim.panning?.velocity) {
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this.sim.panning.paused = true;
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}
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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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if (this.sim.panning?.paused) {
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this.sim.panning.paused = false;
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}
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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(this.sim, x, y);
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this.creatingObject = idx;
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this.selectedObjectStart = {x, y, pointer: {x, y}};
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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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if (this.sim.getOption('pauseDuring.creation')) {
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this.pause();
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}
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if (this.sim.panning?.velocity) {
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obj.velocity = {...this.sim.panning.velocity};
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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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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, pointer) {
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this.selectedObject = i;
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const {x, y} = this.object(i).position;
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this.selectedObjectStart = {x, y, pointer};
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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.selectedObjectStart = 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 = this.reduce(({start, end}, obj) => {
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const lx = obj.position.x - obj.radius;
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const gx = obj.position.x + obj.radius;
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const ly = obj.position.y - obj.radius;
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const gy = obj.position.y + obj.radius;
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let ret;
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if (start.x === undefined) {
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ret = {
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start: {x: lx, y: ly},
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end: {x: gx, y: gy},
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};
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return ret;
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}
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ret = {
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start: {
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x: Math.min(start.x, lx),
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y: Math.min(start.y, ly),
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},
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end: {
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x: Math.max(end.x, gx),
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y: Math.max(end.y, gy),
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}
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};
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return ret;
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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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box.start.x = (box.start.x ?? 0);
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box.start.y = (box.start.y ?? 0);
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box.end.x = (box.end.x ?? 0);
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box.end.y = (box.end.y ?? 0);
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return box;
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}
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objectAtLocation(x, y) {
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let idx = undefined;
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this.selectedObjectStart = undefined;
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this.forEachObject((obj, 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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idx = i;
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return null;
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}
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});
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return idx;
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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, {x, y});
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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() {
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const obj = this.getSelectedOrCreating();
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if (obj === undefined) return;
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this.doneCreatingObject();
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this.deselect();
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// Convert pointer velocity to simulation scale
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// Including time scale - if time is slow, our motion is relatively faster
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const pointer = {...this.sim.pointer.latestVelocity};
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obj.velocity.x = pointer.x / this.sim.display.scale * this.sim.timeScale;
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obj.velocity.y = pointer.y / this.sim.display.scale * this.sim.timeScale;
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if (this.sim.panning?.velocity) {
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obj.velocity.x += this.sim.panning.velocity.x;
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obj.velocity.y += this.sim.panning.velocity.y;
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}
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}
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handlePointerMove({x, y}) {
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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 using the pointer motion but the velocity using the pointer velocity
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const obj = this.getSelectedOrCreating();
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if (obj === undefined) return;
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const start = this.selectedObjectStart;
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obj.position.x = start.x + (x - start.pointer.x);
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obj.position.y = start.y + (y - start.pointer.y);
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obj.velocity.x = 0;
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obj.velocity.y = 0;
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}
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// cb: (obj, idx) => {}
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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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if (ret === null) break;
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}
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}
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}
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drawObjects() {
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this.forEachObject(obj => obj.drawObject(this.sim), {alive: null});
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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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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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this.forEachObject(obj => {
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obj.forces = [];
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});
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this.forEachObject((A, i) => {
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this.forEachObject(B => {
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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 = gravity * 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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}, {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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obj.acceleration = obj.getAcceleration();
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});
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}
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// elapsedTime is given in milliseconds
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frame(elapsedTime) {
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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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// Scaling this parameter because of millisecond conversion
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if (this.creatingObject !== undefined) {
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const obj = this.objects[this.creatingObject];
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let massCreationRate = this.sim.getOption('param.massCreationRate');
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// Mass creation rate acceleration
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if (this.sim.getOption('param.massAcceleration')) {
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massCreationRate *= obj.age;
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}
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obj.mass += massCreationRate * 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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this.forEachObject(obj => {
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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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// Collisions
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if (this.sim.getOption('collision.merge')) {
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this.forEachObject((A, i) => {
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this.forEachObject((B, 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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if (d < A.radius + B.radius) {
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let S, T;
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// Merge the older into the newer, in order to provide mass creation rate continuity
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if (A.age > B.age) {
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// A merges into B; B survives
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S = B;
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T = A;
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// If A was selected or being created, select S instead
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if (this.creatingObject === i) this.creatingObject = j;
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if (this.selectedObject === i) this.selectedObject = j;
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} else {
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// B merges into A; A survives
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S = A;
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T = B;
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// If B was selected or being created, select S instead
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if (this.creatingObject === j) this.creatingObject = i;
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if (this.selectedObject === j) this.selectedObject = i;
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}
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// Merge T into S:
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// Set position = center of mass
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// Set velocity = total momentum / total mass
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// Combine forces
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// Sdd masses
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// Sverage color
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S.position.x = (S.position.x * S.mass + T.position.x * T.mass) / (S.mass + T.mass);
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S.position.y = (S.position.y * S.mass + T.position.y * T.mass) / (S.mass + T.mass);
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S.velocity.x = (S.velocity.x * S.mass + T.velocity.x * T.mass) / (S.mass + T.mass);
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S.velocity.y = (S.velocity.y * S.mass + T.velocity.y * T.mass) / (S.mass + T.mass);
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S.forces.push(...T.forces);
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S.mass += T.mass;
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S.color = {
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r: (S.mass * S.color.r + T.mass * T.color.r) / (S.mass + T.mass),
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g: (S.mass * S.color.g + T.mass * T.color.g) / (S.mass + T.mass),
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b: (S.mass * S.color.b + T.mass * T.color.b) / (S.mass + T.mass),
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};
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T.alive = false;
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T.forces = [];
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}
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}, {alive: true, startWith: i + 1});
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});
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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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this.forEachObject(obj => {
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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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// Append to object history
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// TODO: enforce object history length
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// TODO: store object color changes in history
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obj.history.push({position: {...obj.position}});
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});
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}
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// Display objects info
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// First clear info from previous frame
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this.forEachObject((_obj, i) => {
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delete this.sim.info[`Object ${i}`];
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}, { alive: null });
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if (this.sim.getOption('debug.objectsInfo')) {
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const aliveOnly = this.sim.getOption('debug.aliveObjects');
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this.forEachObject((obj, i) => {
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const speed = Math.pow(obj.velocity.x ** 2 + obj.velocity.y ** 2, 1/2);
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const accel = Math.pow(obj.acceleration.x ** 2 + obj.acceleration.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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const accelDir = Math.atan2(-obj.acceleration.y, obj.acceleration.x) * 180 / Math.PI;
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const {r, g, b} = obj.color;
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this.sim.info[`Object ${i}`] = [
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`<span style="background-color: rgb(${r},${g},${b});"> </span>`,
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`${obj.position.x.toPrecision(4)}, `,
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`${obj.position.y.toPrecision(4)}, `,
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`${obj.mass.toPrecision(4)} kg, `,
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`${speed.toPrecision(2)} m/s, ${direction.toPrecision(2)}°`,
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`${accel.toPrecision(2)} m/s<sup>2</sup>, ${accelDir.toPrecision(2)}°`,
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`Alive: ${obj.alive}`,
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];
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}, { alive: aliveOnly || null });
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}
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// Render the objects
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this.drawObjects();
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}
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computeSystemCenter() {
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// Determine center of mass
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const { totalMass, count, totalMassLocation } =
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this.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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const centerOfMass = count ? {
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x: totalMassLocation.x / totalMass,
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y: totalMassLocation.y / totalMass,
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} : {x: 0, y: 0};
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// Determine average momentum
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const netMomentum = this.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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return { totalMass, count, totalMassLocation, centerOfMass, netMomentum };
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}
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computeSystemAngularMomentum(centerOfMass) {
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if (!centerOfMass) {
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const sys = this.computeSystemCenter();
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centerOfMass = sys.centerOfMass;
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}
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return this.reduce((acc, obj) => {
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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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return acc + obj.mass * s / d;
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}, 0);
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}
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}
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