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path: root/2d/_collisions/circle_line.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/math/line2.js" />
/// <reference path="../../_shared/math/collision.js" />
/// <reference path="../../_shared/2d/program_common.js" />

(function() {
    // Define Constants
    const CIRCLE_RADIUS = 16;
    const GRAVITY = 20.0;
    const COF_OF_RESTITUITION = 0.75;
    const TORQUE_MULTIPLIER = 100.0; // TODO: This may be unncessary

    var programContext,
        circleObject,
        lineObjectList,
        programInfo,
        exitRequestFunc;

    function main() {
        programContext = getContext('#circle_line_collision');
    
        if (programContext.gl === null) {
            console.error('Unable to initialize WebGL. Your browser or machine may not support it.');
            return;
        }
    
        programContext.gl.clearColor(0.1, 0.15, 0.2, 1.0);
        programContext.gl.clear(programContext.gl.COLOR_BUFFER_BIT);
        programContext.playButton.on('click', run);
    }
    
    function run() {
        console.log('Running Circle-Line Collisions');
        programContext.load().then(function(pProgramInfo) {
            programInfo = pProgramInfo;
            circleObject = circle(programContext.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(programContext.width * (3.0 / 4.0), programContext.height / 2.0 + 100));

                circleObject.velocity = vec2(0, -50);

            lineObjectList = [];
            
            lineObjectList.push(line2({ x: 100, y: 100 }, { x: programContext.width - 100, y: 200 }, programContext.gl,
                { x: 1, y: 0, z: 0, w: 1 }, 2.0));

            lineObjectList.push(line2({ x: 100, y: 200 }, { x: programContext.width - 100, y: 100 }, programContext.gl,
                { x: 1, y: 1, z: 0, w: 1 }, 2.0));

            lineObjectList.push(line2({ x: 100, y: 0 }, { x: 100, y: programContext.height }, programContext.gl,
                { x: 0, y: 1, z: 0, w: 1 }, 2.0));

            lineObjectList.push(line2({ x: programContext.width - 100, y: 0 }, { x: programContext.width - 100, y: programContext.height }, programContext.gl,
                { x: 0, y: 1, z: 0, w: 1 }, 2.0));
            

            exitRequestFunc = requestUpdateLoop(update, cleanup);
            programContext.stopButton.on('click', reset);
        });
    }

    function update(pDeltaTimeSeconds) {
        pDeltaTimeSeconds = pDeltaTimeSeconds;
        updateCircle(circleObject, pDeltaTimeSeconds);
        collision(pDeltaTimeSeconds);
        render();
    }

    function updateCircle(pCircle, pDeltaTimeSeconds) {
        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();

        const lMomentOfInertia = getCircleMomentOfInertia(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 collision(pDeltaTimeSeconds) {
        lineObjectList.forEach(function(lineObject) {
            if (!lineCircleCollision2(circleObject, lineObject)) {
                return;
            }
    
            var lSubdividedDeltaTime = pDeltaTimeSeconds,
                lSubdividedCircle = undefined;
    
            do {
                lSubdividedCircle = JSON.parse(JSON.stringify(circleObject));
                lSubdividedCircle.position = {...circleObject.prevPos};
                lSubdividedCircle.velocity = {...circleObject.prevVelocity};
                lSubdividedDeltaTime = lSubdividedDeltaTime / 2.0;
                updateCircle(lSubdividedCircle, lSubdividedDeltaTime);
                if (lSubdividedDeltaTime === 0) {
                    console.error('This should NOT be happening');
                    break;
                }
            } while (lineCircleCollision2(lSubdividedCircle, lineObject))
    
            const lIntersectionResult = getLineCircleCollison2Data(lSubdividedCircle, lineObject),
                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 / circleObject.mass)));
            const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getCircleMomentOfInertia(circleObject));
    
            const lImpulseMagnitude = lNumerator / (lLinearDenomPart + lRotationalDenomPart);
    
            circleObject.position = lSubdividedCircle.position;
            circleObject.velocity = addVec2(lSubdividedCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / circleObject.mass));
            circleObject.rotationVelocity = lSubdividedCircle.rotationVelocity 
                + dot2(lFirstPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getCircleMomentOfInertia(circleObject);
    
            updateCircle(circleObject, pDeltaTimeSeconds - lSubdividedDeltaTime);
    
            return;
        })
    }

    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 render() {
        programContext.gl.clearColor(0.1, 0.15, 0.2, 1.0);
        programContext.gl.clearDepth(1.0);
        programContext.gl.enable(programContext.gl.DEPTH_TEST);
        programContext.gl.depthFunc(programContext.gl.LEQUAL);
        programContext.gl.clear(programContext.gl.COLOR_BUFFER_BIT | programContext.gl.DEPTH_BUFFER_BIT);
        programContext.gl.useProgram(programInfo.program);
        programContext.gl.uniformMatrix4fv(programInfo.uniformLocations.projection, false, programContext.perspective);

        renderCircle(programContext.gl, programInfo, circleObject);
        lineObjectList.forEach(function(lineObject) {
            renderLine2(programContext.gl, programInfo, lineObject);
        });
    }

    function cleanup() {
        programContext.gl.deleteBuffer(circleObject.buffer);
        lineObjectList.forEach(function(lineObject) {
            programContext.gl.deleteBuffer(lineObject.buffer);
        });
        programContext.gl.deleteProgram(programInfo.program);
        programContext.gl.clearColor(0.1, 0.15, 0.2, 1.0);
        programContext.gl.clear(programContext.gl.COLOR_BUFFER_BIT);
    }

    function reset() {
        exitRequestFunc();
        programContext.reset();
    }
    
    $(document).ready(main);
})()