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scrap_0.js
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scrap_0.js
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class Particle {
constructor(posX, posY, velX, velY) {
this.posX = posX;
this.posY = posY;
this.prevX = posX;
this.prevY = posY;
this.velX = velX;
this.velY = velY;
this.dispX = 0;
this.dispY = 0;
}
}
class Simulator {
constructor(width, height, numParticles) {
this.running = false;
this.width = width;
this.height = height;
this.gravX = 0.0;
this.gravY = 0.2;
this.particles = [];
this.addParticles(numParticles);
this.screenX = window.screenX;
this.screenY = window.screenY;
this.useSpatialHash = true;
this.numHashBuckets = 1000;
this.particleListHeads = []; // Same size as numHashBuckets, each points to first particle in bucket list
this.particleListNextIdx = []; // Same size as particles list, each points to next particle in bucket list
}
start() { this.running = true; }
pause() { this.running = false; }
resize(width, height) {
this.width = width;
this.height = height;
}
addParticles(count) {
for (let i = 0; i < count; i++) {
const posX = Math.random() * this.width;
const posY = Math.random() * this.height;
const velX = Math.random() * 2 - 1;
const velY = Math.random() * 2 - 1;
this.particles.push(new Particle(posX, posY, velX, velY));
}
}
draw(ctx) {
ctx.save();
ctx.translate(-5, -5);
for (let p of this.particles) {
ctx.fillRect(p.posX, p.posY, 10, 10);
}
ctx.restore();
}
// Algorithm 1: Simulation step
update(dt = 1) {
if (!this.running) {
return;
}
const screenMoveX = window.screenX - this.screenX;
const screenMoveY = window.screenY - this.screenY;
this.screenX = window.screenX;
this.screenY = window.screenY;
for (let p of this.particles) {
// apply gravity
p.velX += this.gravX * dt;
p.velY += this.gravY * dt;
p.posX -= screenMoveX;
p.posY -= screenMoveY;
}
this.applyViscosity(dt);
for (let p of this.particles) {
// save previous position
p.prevX = p.posX;
p.prevY = p.posY;
// advance to predicted position
p.posX += p.velX * dt;
p.posY += p.velY * dt;
}
this.populateHashGrid();
this.adjustSprings(dt);
this.applySpringDisplacements(dt);
this.doubleDensityRelaxation(dt);
this.applyPressureDisplacements(dt);
this.resolveCollisions(dt);
for (let p of this.particles) {
// use previous position to calculate new velocity
p.velX = (p.posX - p.prevX) / dt;
p.velY = (p.posY - p.prevY) / dt;
}
}
doubleDensityRelaxation(dt) {
const numParticles = this.particles.length;
const kernelRadius = 40; // h
const kernelRadiusSq = kernelRadius * kernelRadius;
const kernelRadiusInv = 1.0 / kernelRadius;
const restDensity = 2;
const stiffness = .5;
const nearStiffness = 0.5;
// Neighbor cache
const neighborIndices = [];
const neighborUnitX = [];
const neighborUnitY = [];
const neighborCloseness = [];
const visitedBuckets = [];
for (let i = 0; i < numParticles; i++) {
let p0 = this.particles[i];
let density = 0;
let nearDensity = 0;
let numNeighbors = 0;
let numVisitedBuckets = 0;
if (this.useSpatialHash) {
// Compute density and near-density
const bucketX = Math.floor(p0.posX * kernelRadiusInv);
const bucketY = Math.floor(p0.posY * kernelRadiusInv);
for (let bucketDX = -1; bucketDX <= 1; bucketDX++) {
for (let bucketDY = -1; bucketDY <= 1; bucketDY++) {
const bucketIdx = this.getHashBucketIdx(Math.floor(bucketX + bucketDX), Math.floor(bucketY + bucketDY));
// Check hash collision
let found = false;
for (let k = 0; k < numVisitedBuckets; k++) {
if (visitedBuckets[k] === bucketIdx) {
found = true;
break;
}
}
if (found) {
continue;
}
visitedBuckets[numVisitedBuckets] = bucketIdx;
numVisitedBuckets++;
let neighborIdx = this.particleListHeads[bucketIdx];
while (neighborIdx != -1) {
if (neighborIdx === i) {
neighborIdx = this.particleListNextIdx[neighborIdx];
continue;
}
let p1 = this.particles[neighborIdx];
const diffX = p1.posX - p0.posX;
if (diffX > kernelRadius || diffX < -kernelRadius) {
neighborIdx = this.particleListNextIdx[neighborIdx];
continue;
}
const diffY = p1.posY - p0.posY;
if (diffY > kernelRadius || diffY < -kernelRadius) {
neighborIdx = this.particleListNextIdx[neighborIdx];
continue;
}
const rSq = diffX * diffX + diffY * diffY;
if (rSq < kernelRadiusSq) {
const r = Math.sqrt(rSq);
const q = r * kernelRadiusInv;
const closeness = 1 - q;
const closenessSq = closeness * closeness;
density += closeness * closeness;
nearDensity += closeness * closenessSq;
neighborIndices[numNeighbors] = neighborIdx;
neighborUnitX[numNeighbors] = diffX / r;
neighborUnitY[numNeighbors] = diffY / r;
neighborCloseness[numNeighbors] = closeness;
numNeighbors++;
}
neighborIdx = this.particleListNextIdx[neighborIdx];
}
}
}
} else {
// The old n^2 way
for (let j = 0; j < numParticles; j++) {
if (i === j) {
continue;
}
let p1 = this.particles[j];
const diffX = p1.posX - p0.posX;
if (diffX > kernelRadius || diffX < -kernelRadius) {
continue;
}
const diffY = p1.posY - p0.posY;
if (diffY > kernelRadius || diffY < -kernelRadius) {
continue;
}
const rSq = diffX * diffX + diffY * diffY;
if (rSq < kernelRadiusSq) {
const r = Math.sqrt(rSq);
const q = r / kernelRadius;
const closeness = 1 - q;
const closenessSq = closeness * closeness;
density += closeness * closeness;
nearDensity += closeness * closenessSq;
neighborIndices[numNeighbors] = j;
neighborUnitX[numNeighbors] = diffX / r;
neighborUnitY[numNeighbors] = diffY / r;
neighborCloseness[numNeighbors] = closeness;
numNeighbors++;
}
}
}
// Add wall density
const closestX = Math.min(p0.posX, this.width - p0.posX);
const closestY = Math.min(p0.posY, this.height - p0.posY);
if (closestX < kernelRadius) {
const q = closestX / kernelRadius;
const closeness = 1 - q;
const closenessSq = closeness * closeness;
density += closeness * closeness;
nearDensity += closeness * closenessSq;
}
if (closestY < kernelRadius) {
const q = closestY / kernelRadius;
const closeness = 1 - q;
const closenessSq = closeness * closeness;
density += closeness * closeness;
nearDensity += closeness * closenessSq;
}
// Compute pressure and near-pressure
const pressure = stiffness * (density - restDensity);
const nearPressure = nearStiffness * nearDensity;
let dispX = 0;
let dispY = 0;
for (let j = 0; j < numNeighbors; j++) {
let p1 = this.particles[neighborIndices[j]];
const closeness = neighborCloseness[j];
const D = dt * dt * (pressure * closeness + nearPressure * closeness * closeness) / 2;
const DX = D * neighborUnitX[j];
const DY = D * neighborUnitY[j];
p1.dispX += DX;
p1.dispY += DY;
dispX -= DX;
dispY -= DY;
}
p0.dispX += dispX;
p0.dispY += dispY;
}
}
// Mueller 10 minute physics
getHashBucketIdx(bucketX, bucketY) {
const h = ((bucketX * 92837111) ^ (bucketY * 689287499));
return Math.abs(h) % this.numHashBuckets;
}
populateHashGrid() {
// Clear the hash grid
for (let i = 0; i < this.numHashBuckets; i++) {
this.particleListHeads[i] = -1;
}
// Populate the hash grid
const numParticles = this.particles.length;
const bucketSize = 40; // Same as kernel radius
const bucketSizeInv = 1.0 / bucketSize;
for (let i = 0; i < numParticles; i++) {
let p = this.particles[i];
const bucketX = Math.floor(p.posX * bucketSizeInv);
const bucketY = Math.floor(p.posY * bucketSizeInv);
const bucketIdx = this.getHashBucketIdx(bucketX, bucketY);
this.particleListNextIdx[i] = this.particleListHeads[bucketIdx];
this.particleListHeads[bucketIdx] = i;
}
}
applyPressureDisplacements(dt) {
for (let p of this.particles) {
p.posX += p.dispX * .5;
p.posY += p.dispY * .5;
p.dispX = 0;
p.dispY = 0;
}
}
applySpringDisplacements(dt) { }
adjustSprings(dt) { }
applyViscosity(dt) { }
resolveCollisions(dt) {
const boundaryMul = 0.5 * dt; // 1 is no bounce, 2 is full bounce
const boundaryMinX = 5;
const boundaryMaxX = this.width - 5;
const boundaryMinY = 5;
const boundaryMaxY = this.height - 5;
for (let p of this.particles) {
if (p.posX < boundaryMinX) {
p.posX += boundaryMul * (boundaryMinX - p.posX);
} else if (p.posX > boundaryMaxX) {
p.posX += boundaryMul * (boundaryMaxX - p.posX);
}
if (p.posY < boundaryMinY) {
p.posY += boundaryMul * (boundaryMinY - p.posY);
} else if (p.posY > boundaryMaxY) {
p.posY += boundaryMul * (boundaryMaxY - p.posY);
}
}
}
}