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-rw-r--r--frontend/_rigidbody/2d/rigidbody_3b.js188
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diff --git a/frontend/_rigidbody/2d/rigidbody_3b.js b/frontend/_rigidbody/2d/rigidbody_3b.js
deleted file mode 100644
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--- a/frontend/_rigidbody/2d/rigidbody_3b.js
+++ /dev/null
@@ -1,188 +0,0 @@
-/// <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() {
- // Define Constants
- const GRAVITY = 50.0;
- const COF_OF_RESTITUITION = 0.9;
-
- var lProgramContext = undefined;
-
- function main() {
- lProgramContext = getContext('#rigidbody_3b');
-
- 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);
- lProgramContext.playButton.on('click', run);
- }
-
- function run() {
- console.log('Running Rigid Body 3b');
- lProgramContext.load().then(function(pProgramInfo) {
- const lNumHorizontalPegs = lProgramContext.width / 80.0,
- lNumVerticalPegs = lProgramContext.height / 80.0,
- lBall = circle(lProgramContext.gl, 16.0, 16,
- [ { 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(38 * 8, lProgramContext.height - 24.0), 10.0),
- lPegList = [];
-
- lBall.velocity = vec2(0, -50.0);
-
- // Generate a peg. These pegs will NOT be updated, so that they
- // dont' fall due to gravity.
- for (let lRowIdx = 0; lRowIdx < lNumVerticalPegs - 1; lRowIdx++) {
- for (let lColIdx = 0; lColIdx <= lNumHorizontalPegs; lColIdx++) {
- lPegList.push(circle(lProgramContext.gl,
- 16.0, 16,
- [ { x: 165.0 / 255.0, y: 42.0 / 255.0, z: 42.0 / 255.0, w: 1.0 }],
- vec2((lRowIdx % 2 ? 40 : 0) + (lColIdx) * 80.0, lRowIdx * 80.0),
- 10000 // Real big so it's almost negligble
- ));
- }
- }
-
- 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) {
- updateCircle(lBall, pDeltaTimeSeconds);
- collision(pDeltaTimeSeconds);
- render();
- }
-
- function collision(pDeltaTimeSeconds) {
- for (let lPegIdx = 0; lPegIdx < lPegList.length; lPegIdx++) {
- const lPeg = lPegList[lPegIdx];
-
- if (!doCirclesIntersect(lPeg, lBall)) {
- continue;
- }
-
- // We have an intersection! Let's try and figure out precisely when that happened.
- let lSubdividedDeltaTime = pDeltaTimeSeconds;
-
- // Create a ball and move it back to the balls previous position
- let lSubdividedBall = undefined;
-
- do {
- // Move the subdivided ball back to the previous position, and then
- // advance its position by increasingly smaller timestep. This could be pretty
- // slow in some circumstances, and it most definitely does not prevent tunneling,
- // but - for now - this is not so bad.
- lSubdividedBall = JSON.parse(JSON.stringify(lBall));
- lSubdividedBall.position = {...lBall.prevPos};
- lSubdividedBall.velocity = {...lBall.prevVelocity};
- lSubdividedDeltaTime = lSubdividedDeltaTime / 2.0;
- updateCircle(lSubdividedBall, lSubdividedDeltaTime);
- if (lSubdividedDeltaTime === 0) {
- console.error('This should NOT be happening');
- break;
- }
- } while (doCirclesIntersect(lPeg, lSubdividedBall))
-
- // The ball is no longer intersecting at the time presented here. That means this is
- // (nearly) the precise point of intersection.
-
- const lIntersectionResult = getIntersectionDataForCircles(lPeg, lSubdividedBall);
-
- 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 / lBall.mass)));
- const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getMomentOfInertia(lPeg))
- + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getMomentOfInertia(lBall))
-
- const lImpulseMagnitude = lNumerator / (lLinearDenomPart + lRotationalDenomPart);
-
- lBall.position = lSubdividedBall.position; // Move the ball back to its proper subdivided position
- lBall.velocity = subVec2(lBall.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / lBall.mass));
- lBall.rotationVelocity = lBall.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(lBall);
-
- // Now we update in our new direction with the remaining time that we have left.
- updateCircle(lBall, pDeltaTimeSeconds - lSubdividedDeltaTime);
-
- break;
- }
- }
-
- 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);
-
- lPegList.forEach(function(pCircle) {
- renderCircle(lProgramContext.gl, pProgramInfo, pCircle);
- });
-
- renderCircle(lProgramContext.gl, pProgramInfo, lBall);
- }
-
- 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() {
- lPegList.forEach(function(pCircle) { freeCircle(lProgramContext.gl, pCircle); });
- freeCircle(lProgramContext.gl, lBall);
-
- 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(); });
- });
- }
-
- $(document).ready(main);
-})() \ No newline at end of file