generated from 0xPARC/circom-starter
-
Notifications
You must be signed in to change notification settings - Fork 4
/
calculateForce.circom
218 lines (171 loc) · 9.54 KB
/
calculateForce.circom
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
pragma circom 2.1.6;
include "approxMath.circom";
include "helpers.circom";
template CalculateForce() {
/*
// ORIGINAL JS VERSION
// To preserve precision in the actual circuit
// this calculation is rearranged with all multiplication first
// and division at the end
const position1 = body1.position
const position2 = body2.position
let dx = position2.x - position1.x;
let dy = position2.y - position1.y;
let distanceSq = dx * dx + dy * dy; // split this over two lines
let minDistanceSquared = minDistance * minDistance
if (distanceSq < minDistanceSquared) {
distanceSq = minDistanceSquared
}
let distance = sqrt(distanceSq);
// NOTE: we're not using classic newtonian physics but rather simplified version
let forceMagnitude = (GScaled * (body1.radius + body2.radius) / 2) / distanceSq;
let forceX = forceMagnitude * (dx / distance);
let forceY = forceMagnitude * (dy / distance);
return createVector(forceX, forceY);
*/
// NOTE: scalingFactorFactor appears in calculateMissile, forceAccumulator as well
var scalingFactorFactor = 3; // maxBits: 2
var scalingFactor = 10**scalingFactorFactor; // maxBits: 10 (maxNum: 1_000)
var scalingFactorMaxBits = maxBits(scalingFactor);
var Gravity = 100; // maxBits: 7
var GScaled = Gravity * scalingFactor; // maxBits: 17 (maxNum: 100_000)
var GScaledMaxBits = maxBits(GScaled);
var maxRadius = 13;
var maxRadiusScaled = 13 * scalingFactor; // maxBits: 14 (maxNum: 13_000)
var maxRadiusScaledMaxBits = maxBits(maxRadiusScaled);
var minDistance = 200; // maxBits: 8
var minDistanceMaxBits = maxBits(minDistance);
// NOTE: windowWidth appears in calculateMissile, forceAccumulator as well and needs to match
var windowWidth = 1000; // maxBits: 10
var windowWidthScaled = windowWidth * scalingFactor; // maxBits: 20 (maxNum: 1_000_000)
var windowWidthScaledMaxBits = maxBits(windowWidthScaled);
// log("GScaled", GScaled);
signal input in_bodies[2][5];
var in_bodiesPositionXMaxBits = windowWidthScaledMaxBits;
signal output out_forces[2][2]; // maxBit: 64 (maxNum: 10_400_000_000_000_000_000)
// type is an array where [n][v] such that n is whether the vector is negative or not
// (0 not negative, 1 is negative) and v is the absolute value of the vector
// NOTE: this is 200**2 so we have to square the scaling factor too
signal minDistanceScaled <== (minDistance ** 2) * (scalingFactor ** 2); // maxBits: 36 (maxNum: 40_000_000_000)
var minDistanceScaledMax = (minDistance**2) * (scalingFactor**2);
var minDistanceScaledMaxBits = maxBits(minDistanceScaledMax);
// NOTE: minDistanceScaled is maximum of
// log("minDistanceScaled", minDistanceScaled);
var body1_position_x = getX(in_bodies[0]); // maxBits: 20 (maxNum: 1_000_000) = windowWidthScaled
var body1_position_xMaxBits = windowWidthScaledMaxBits;
// log("body1_position_x", body1_position_x);
var body1_position_y = getY(in_bodies[0]); // maxBits: 20 (maxNum: 1_000_000) = windowWidthScaled
var body1_position_yMaxBits = windowWidthScaledMaxBits;
// log("body1_position_y", body1_position_y);
// NOTE: maximum radius currently 32
var body1_radius = getMass(in_bodies[0]); // maxBits: 15 = numBits(32 * scalingFactor) (maxNum: 32_000)
var body1_radiusMaxBits = maxRadiusScaledMaxBits;
var body2_position_x = getX(in_bodies[1]); // maxBits: 20 (maxNum: 1_000_000) = windowWidthScaled
var body2_position_xMaxBits = windowWidthScaledMaxBits;
// log("body2_position_x", body2_position_x);
var body2_position_y = getY(in_bodies[1]); // maxBits: 20 (maxNum: 1_000_000) = windowWidthScaled
var body2_position_yMaxBits = windowWidthScaledMaxBits;
// log("body2_position_y", body2_position_y);
// NOTE: maximum radius currently 32
var body2_radius = getMass(in_bodies[1]); // maxBits: 15 = numBits(32 * scalingFactor) (maxNum: 32_000)
var body2_radiusMaxBits = maxRadiusScaledMaxBits;
signal dx <== body2_position_x - body1_position_x; // maxBits: 254 because it can be negative
var max = getBiggest([body1_position_xMaxBits, body2_position_xMaxBits], 2);
component absoluteValueSubtraction = AbsoluteValueSubtraction(max);
absoluteValueSubtraction.in[0] <== body1_position_x; // maxBits: 20 (maxNum: 1_000_000)
absoluteValueSubtraction.in[1] <== body2_position_x; // maxBits: 20 (maxNum: 1_000_000)
signal dxAbs <== absoluteValueSubtraction.out; // maxBits: 20 (maxNum: 1_000_000)
var dxAbsMax = windowWidthScaled;
signal dy <== body2_position_y - body1_position_y; // maxBits: 254 because it can be negative
var max2 = getBiggest([body1_position_yMaxBits, body2_position_yMaxBits], 2);
component absoluteValueSubtraction2 = AbsoluteValueSubtraction(max2);
absoluteValueSubtraction2.in[0] <== body1_position_y; // maxBits: 20 (maxNum: 1_000_000)
absoluteValueSubtraction2.in[1] <== body2_position_y; // maxBits: 20 (maxNum: 1_000_000)
signal dyAbs <== absoluteValueSubtraction2.out; // maxBits: 20 (maxNum: 1_000_000)
var dyAbsMax = windowWidthScaled;
// log("dx", dx);
// log("dy", dy);
// log("dxAbs", dxAbs);
// log("dyAbs", dyAbs);
signal dxs <== dxAbs * dxAbs; // maxBits: 40 = 20 * 2 (maxNum: 1_000_000_000_000)
var dxsMax = dxAbsMax * dxAbsMax;
var dxsMaxBits = maxBits(dxsMax);
// log("dxs", dxs);
signal dys <== dyAbs * dyAbs; // maxBits: 40 = 20 * 2 (maxNum: 1_000_000_000_000)
var dysMax = dyAbsMax * dyAbsMax;
var dysMaxBits = maxBits(dysMax);
// log("dys", dys);
signal unboundDistanceSquared <== dxs + dys; // maxBits: 41 = 40 + 1 (maxNum: 2_000_000_000_000)
var unboundDistanceSquaredMax = dxsMax + dysMax;
var unboundDistanceSquaredMaxBits = maxBits(unboundDistanceSquaredMax);
// log("unboundDistanceSquared", unboundDistanceSquared);
var max3 = getBiggest([unboundDistanceSquaredMaxBits, minDistanceScaledMaxBits], 2);
component lessThan = LessThan(max3);
lessThan.in[0] <== unboundDistanceSquared; // maxBits: 41: (maxNum: 2_000_000_000_000)
lessThan.in[1] <== minDistanceScaled; // maxBits: 36 (maxNum: 40_000_000_000)
component myMux = Mux1();
myMux.c[0] <== unboundDistanceSquared; // maxBits: 41 (maxNum: 2_000_000_000_000)
myMux.c[1] <== minDistanceScaled; // maxBits: 36 (maxNum: 40_000_000_000)
myMux.s <== lessThan.out;
signal distanceSquared <== myMux.out; // maxBits: 41 (maxNum: 2_000_000_000_000)
component sqrt = Sqrt(unboundDistanceSquaredMax);
sqrt.squaredValue <== distanceSquared; // maxBits: 41 (maxNum: 2_000_000_000_000)
signal distance <== sqrt.root;
var distanceResults[3];
distanceResults = approxSqrt(unboundDistanceSquaredMax);
var distanceMax = distanceResults[1]; // maxNum = 1_414_214
var distanceMaxBits = maxBits(distanceMax);
// NOTE: this could be tweaked as a variable for "liveliness" of bodies
signal bodies_sum_tmp <== (body1_radius + body2_radius) * 4; // maxBits: 18 (maxNum: 256_000)
// bodies_sum is 0 if either body1_radius or body2_radius is 0
component isZero = IsZero();
isZero.in <== body1_radius; // maxBits: 15
component myMux2 = Mux1();
myMux2.c[0] <== bodies_sum_tmp; // maxBits: 18 (maxNum: 256_000)
myMux2.c[1] <== 0; // maxBits: 0
myMux2.s <== isZero.out;
component isZero2 = IsZero();
isZero2.in <== body2_radius; // maxBits: 15
component myMux3 = Mux1();
myMux3.c[0] <== myMux2.out; // maxBits: 18 (maxNum: 256_000)
myMux3.c[1] <== 0; // maxBits: 0
myMux3.s <== isZero2.out;
signal bodies_sum <== myMux3.out; // maxBits: 18 (maxNum: 256_000)
// log("bodies_sum", bodies_sum);
// NOTE: this is a result of moving division to end of calculation to preserve precision
signal distanceSquared_with_avg_denom <== distanceSquared * 2; // maxBits: 42 (maxNum: 4_000_000_000_000)
// log("distanceSquared_with_avg_denom", distanceSquared_with_avg_denom);
// NOTE: distance should be divided by scaling factor, but we can multiply GScaled by scaling factor instead to prevent division rounding errors
signal forceMag_numerator <== GScaled * bodies_sum * scalingFactor; // maxBits: 45 (maxNum: 25,600,000,000,000)
// log("forceMag_numerator", forceMag_numerator);
signal forceDenom <== distanceSquared_with_avg_denom * distance; // maxBits: 63 (maxNum: 5_656_856_000_000_000_000)
// log("forceDenom", forceDenom);
signal forceXnum <== dxAbs * forceMag_numerator; // maxBits: 64 (maxNum: 10_400_000_000_000_000_000)
// log("forceXnum", forceXnum);
component div1 = Div();
div1.dividend <== forceXnum;
div1.divisor <== forceDenom;
signal forceXunsigned <== div1.quotient;
// if dxAbs + dx is 0, then forceX should be negative
component isZero3 = IsZero();
// NOTE: isZero handles overflow bit values correctly
isZero3.in <== dxAbs + dx; // maxBits: maxBits: 21 (maxNum: 2_000_000)
// log("isZero3", dxAbs + dx, isZero3.out);
out_forces[0][0] <== isZero3.out; // isZero is 1 when dx is negative
out_forces[0][1] <== forceXunsigned; // maxBits 64 (maxNum: 10_400_000_000_000_000_000)
signal forceYnum <== dyAbs * forceMag_numerator; // maxBits:64 (maxNum: 10_400_000_000_000_000_000)
// log("forceYnum", forceYnum);
// // NOTE: the following component uses approxDiv then ensures it's within an
// acceptable margin of error
component div2 = Div();
div2.dividend <== forceYnum;
div2.divisor <== forceDenom;
signal forceYunsigned <== div2.quotient;
// if dyAbs + dy is 0, then forceY should be negative
component isZero4 = IsZero();
// NOTE: isZero handles overflow bit values correctly
isZero4.in <== dyAbs + dy; // maxBits: 255 = max(37, 254) + 1
// log("forceY", forceY);
out_forces[1][0] <== isZero4.out;
out_forces[1][1] <== forceYunsigned; // maxBits 64 (maxNum: 10_400_000_000_000_000_000)
}