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diff --git a/frontend/2d/_rigidbody/rigidbody_3a.js b/frontend/2d/_rigidbody/rigidbody_3a.js
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+/// <reference path="../../scripts/jquery-3.5.1.min.js"/>
+/// <reference path="../../_shared/math/vec2.js" />
+/// <reference path="../../_shared/math/mat4.js" />
+/// <reference path="../../_shared/2d/shader.js" />
+/// <reference path="../../_shared/math/circle.js" />
+/// <reference path="../../_shared/2d/program_common.js" />
+
+(function() {
+ function main() {
+ // Define Constants
+ const CIRCLE_RADIUS = 16;
+ const GRAVITY = 9.8;
+ const COF_OF_RESTITUITION = 0.7;
+
+ // Retrieve context
+ const lProgramContext = getContext('#rigidbody_3a');
+
+ if (lProgramContext.gl === null) {
+ console.error('Unable to initialize WebGL. Your browser or machine may not support it.');
+ return;
+ }
+
+ lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);
+ lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT);
+
+ function run() {
+ console.log('Running Rigid Body 3a');
+ lProgramContext.load().then(function(pProgramInfo) {
+ // Circile initialization
+ const horizontalCircle = circle(lProgramContext.gl, CIRCLE_RADIUS, 30, [
+ { x: 1, y: 1, z: 0, w: 1 },
+ { x: 1, y: 0, z: 1, w: 1 },
+ { x: 0, y: 1, z: 1, w: 1 },
+ { x: 0, y: 1, z: 0, w: 1 }
+ ], vec2(400, lProgramContext.height / 2.0));
+
+ const verticalCircle = circle(lProgramContext.gl, CIRCLE_RADIUS, 30, [
+ { x: 1, y: 0, z: 0, w: 1 },
+ { x: 0, y: 1, z: 0, w: 1 },
+ { x: 0, y: 0, z: 1, w: 1 }
+ ], vec2(lProgramContext.width / 2.0, lProgramContext.height / 2.0 + 100));
+
+ horizontalCircle.velocity = vec2(-100, 0);
+ verticalCircle.velocity = vec2(0, -100);
+
+ lTimeStepScale = $('#time_step_slider').val();
+
+ /**
+ * Run the update method of a single circle
+ *
+ * @param {circle} pCircle
+ * @param {number} pDeltaTimeSeconds
+ */
+ function updateCircle(pCircle, pDeltaTimeSeconds) {
+ // Same physics updates from part 1
+ applyForce(pCircle, vec2(0, -1.0 * (pCircle.mass * GRAVITY)));
+ const lCurrentAcceleration = scaleVec2(pCircle.force, 1.0 / pCircle.mass);
+ pCircle.prevVelocity = pCircle.velocity;
+ pCircle.velocity = addVec2(pCircle.velocity, scaleVec2(lCurrentAcceleration, pDeltaTimeSeconds));
+ pCircle.prevPos = { ...pCircle.position };
+ pCircle.position = addVec2(pCircle.position, scaleVec2(pCircle.velocity, pDeltaTimeSeconds));
+ pCircle.force = vec2();
+
+ // Same physics updates from part 2
+ const lMomentOfInertia = getMomentOfInertia(pCircle);
+ const lAngularAcceleration = pCircle.torque / lMomentOfInertia;
+ pCircle.rotationVelocity += lAngularAcceleration * pDeltaTimeSeconds;
+ pCircle.rotationRadians += pCircle.rotationVelocity * pDeltaTimeSeconds;
+ pCircle.torque = 0;
+
+ pCircle.model = rotateMatrix2d(translateMatrix(mat4(), pCircle.position.x, pCircle.position.y, 0), pCircle.rotationRadians);
+ }
+
+ function update(pDeltaTimeSeconds) {
+ pDeltaTimeSeconds = pDeltaTimeSeconds * lTimeStepScale;
+ updateCircle(horizontalCircle, pDeltaTimeSeconds);
+ updateCircle(verticalCircle, pDeltaTimeSeconds);
+ collision(pDeltaTimeSeconds);
+ render();
+ }
+
+ function collision(pDeltaTimeSeconds) {
+ if (!doCirclesIntersect(horizontalCircle, verticalCircle)) {
+ return false;
+ }
+
+ // We have an intersection! Let's try and figure out precisely when that happened.
+ let lSubdividedDeltaTime = pDeltaTimeSeconds;
+ let lSubdivideHorizontalBall = undefined,
+ lSubdivideVerticalBall = undefined;
+
+ do {
+ lSubdivideHorizontalBall = JSON.parse(JSON.stringify(horizontalCircle));
+ lSubdivideHorizontalBall.position = {...horizontalCircle.prevPos};
+ lSubdivideHorizontalBall.velocity = {...horizontalCircle.prevVelocity};
+
+ lSubdivideVerticalBall = JSON.parse(JSON.stringify(verticalCircle));
+ lSubdivideVerticalBall.position = {...verticalCircle.prevPos};
+ lSubdivideVerticalBall.velocity = {...verticalCircle.prevVelocity};
+
+ lSubdividedDeltaTime = lSubdividedDeltaTime / 2.0;
+ updateCircle(lSubdivideHorizontalBall, lSubdividedDeltaTime);
+ updateCircle(lSubdivideVerticalBall, lSubdividedDeltaTime);
+
+ if (lSubdividedDeltaTime === 0) {
+ console.error('This should NOT be happening');
+ break;
+ }
+ } while (doCirclesIntersect(lSubdivideHorizontalBall, lSubdivideVerticalBall))
+
+ const lIntersectionResult = getIntersectionDataForCircles(lSubdivideHorizontalBall, lSubdivideVerticalBall);
+
+ console.log('We have a collision');
+ const lRelativeVelocity = lIntersectionResult.relativeVelocity,
+ lCollisionNormal = lIntersectionResult.collisionNormal,
+ lFirstPerp = getPerp2(lIntersectionResult.firstPointOfApplication),
+ lSecondPerp = getPerp2(lIntersectionResult.secondPointOfApplication);
+
+ const lNumerator = dot2(scaleVec2(lRelativeVelocity, -(1.0 + COF_OF_RESTITUITION)), lCollisionNormal);
+ const lLinearDenomPart = dot2(lCollisionNormal, (scaleVec2(lCollisionNormal, 1 / horizontalCircle.mass + 1 / verticalCircle.mass)));
+ const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getMomentOfInertia(horizontalCircle))
+ + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getMomentOfInertia(verticalCircle))
+
+ const lImpulseMagnitude = lNumerator / (lLinearDenomPart + lRotationalDenomPart);
+
+ horizontalCircle.position = lSubdivideHorizontalBall.position;
+ verticalCircle.position = lSubdivideVerticalBall.position;
+
+ horizontalCircle.velocity = addVec2(horizontalCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / horizontalCircle.mass));
+ verticalCircle.velocity = subVec2(verticalCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / verticalCircle.mass));
+
+ horizontalCircle.rotationVelocity = horizontalCircle.rotationVelocity + dot2(lFirstPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(horizontalCircle);
+ verticalCircle.rotationVelocity = verticalCircle.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(verticalCircle);
+
+ updateCircle(horizontalCircle, pDeltaTimeSeconds - lSubdividedDeltaTime);
+ updateCircle(verticalCircle, pDeltaTimeSeconds - lSubdividedDeltaTime);
+
+ return true;
+ }
+
+ function render() {
+ lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);
+ lProgramContext.gl.clearDepth(1.0);
+ lProgramContext.gl.enable(lProgramContext.gl.DEPTH_TEST);
+ lProgramContext.gl.depthFunc(lProgramContext.gl.LEQUAL);
+ lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT | lProgramContext.gl.DEPTH_BUFFER_BIT);
+ lProgramContext.gl.useProgram(pProgramInfo.program);
+ lProgramContext.gl.uniformMatrix4fv(pProgramInfo.uniformLocations.projection, false, lProgramContext.perspective);
+
+ renderCircle(lProgramContext.gl, pProgramInfo, horizontalCircle);
+ renderCircle(lProgramContext.gl, pProgramInfo, verticalCircle);
+ }
+
+ const TORQUE_MULTIPLIER = 100.0; // TODO: This may be unncessary
+ function applyForce(pCircle, pForceVector, pPointOfApplication) {
+ if (pPointOfApplication !== undefined) {
+ const lOriginToPointOfApp = subVec2(vec2(), pPointOfApplication),
+ lPerpVec = vec2(-lOriginToPointOfApp.y, lOriginToPointOfApp.x);
+
+ pCircle.torque += TORQUE_MULTIPLIER * dot2(lPerpVec, pForceVector);
+ }
+
+ pCircle.force = addVec2(pCircle.force, pForceVector);
+ }
+
+ function cleanup() {
+ lProgramContext.gl.deleteBuffer(horizontalCircle.buffer);
+ lProgramContext.gl.deleteBuffer(verticalCircle.buffer);
+ lProgramContext.gl.deleteProgram(pProgramInfo.program);
+ lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);
+ lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT);
+ }
+
+ function reset() {
+ lExitRequestFunc();
+ lProgramContext.reset();
+ $('#time_step_slider').unbind('change');
+ }
+
+ const lExitRequestFunc = requestUpdateLoop(update, cleanup);
+ lProgramContext.stopButton.on('click', reset);
+ $('#time_step_slider').on('change', function() { lTimeStepScale = $(this).val(); });
+ });
+ }
+
+ lProgramContext.playButton.on('click', run);
+ }
+
+ $(document).ready(main);
+})() \ No newline at end of file