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path: root/2d/_rigidbody/rigidbody_3b.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() {
    // 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 = 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 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) / getCircleMomentOfInertia(lPeg)) 
                        + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getCircleMomentOfInertia(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)) / getCircleMomentOfInertia(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);
})()