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"use strict";
// See script.ts for original source code
// Compile using tsc script.ts --lib esnext,dom --alwaysStrict
// Inject SVG into DOM synchronously because we can't access the DOM of SVGs inside img tags
document.querySelectorAll("svg").forEach(function (svg) {
var req = new XMLHttpRequest();
req.open("GET", svg.id + ".svg", false);
req.send();
svg.outerHTML = req.responseText;
});
var rad = 10; // Stroke radius
var A = new Array(); // Objects
var idcnt = 0;
var ix = 0;
var iy = 0;
var ny = 0;
document.querySelectorAll("svg").forEach(function (svg) {
// Position objects so they aren't overlapping
if (ix + svg.width.baseVal.value > window.innerWidth) {
ix = 0;
iy += ny;
ny = 0;
}
svg.style.left = ix + "px";
svg.style.top = iy + "px";
ix += svg.width.baseVal.value;
ny = Math.max(svg.height.baseVal.value, ny);
svg.id = String(idcnt++);
var rect = svg.getBoundingClientRect();
var a = {
id: svg.id,
p: [],
cm: svg.createSVGPoint(),
x: rect.x,
y: rect.y,
vx: Math.random(),
vy: Math.random(),
th: 0,
w: Math.random() / 100,
m: 0,
mi: 0,
r: 0
};
svg.querySelectorAll("path").forEach(function (path) {
// Get circles on path for collision checking
var num = Math.floor(path.getTotalLength() * 2 / rad);
for (var i = 0; i <= num; i++) {
var p = path.getPointAtLength(i / num * path.getTotalLength());
a.cm.x += p.x;
a.cm.y += p.y;
a.p.push(p);
// Show circles for debugging
/* let circle = document.createElementNS("http://www.w3.org/2000/svg", "circle")
circle.setAttribute("cx", p.x)
circle.setAttribute("cy", p.y)
circle.setAttribute("r", 10)
circle.setAttribute("fill", "red")
svg.appendChild(circle) */
}
});
a.cm.x /= a.p.length;
a.cm.y /= a.p.length;
// Change origin to center of mass
a.x += a.cm.x;
a.y += a.cm.y;
for (var _i = 0, _a = a.p; _i < _a.length; _i++) {
var p = _a[_i];
p.x -= a.cm.x;
p.y -= a.cm.y;
}
svg.style.transformOrigin = a.cm.x + "px " + a.cm.y + "px";
a.m = a.p.length;
for (var _b = 0, _c = a.p; _b < _c.length; _b++) {
var p = _c[_b];
a.mi += Math.pow(p.x, 2) + Math.pow(p.y, 2);
}
for (var _d = 0, _e = a.p; _d < _e.length; _d++) {
var p = _e[_d];
a.r = Math.max(Math.sqrt(Math.pow(p.x, 2) + Math.pow(p.y, 2)), a.r);
}
A.push(a);
});
// Actual position of p in object a
function rot(a, p) {
var c = Math.cos(a.th);
var s = Math.sin(a.th);
return { x: a.x + p.x * c - p.y * s, y: a.y + p.x * s + p.y * c };
}
// Distance squared between a and b
function ds(a, b) {
return Math.pow((a.x - b.x), 2) + Math.pow((a.y - b.y), 2);
}
// Cross product
function cr(a, b) {
return a.x * b.y - a.y * b.x;
}
// Collision of object a with b at point c with normal n
function collide(a, b, c, n) {
// https://physics.stackexchange.com/questions/783524/angular-motion-in-collisions/783565#783565
// https://physics.stackexchange.com/questions/786641/collision-calculation-in-2d/786969#786969
// https://physics.stackexchange.com/questions/686640/resolving-angular-components-in-2d-circular-rigid-body-collision-response
// I still don't know how to derive this magic but I'm convinced it works
// No idea if there's a sign error
// It looks fine though
var ca = { x: a.x - c.x, y: a.y - c.y };
var cb = { x: b.x - c.x, y: b.y - c.y };
var v = n.x * (a.vx - b.vx) + n.y * (a.vy - b.vy) - a.w * cr(ca, n) + b.w * cr(cb, n);
var m = 1 / (1 / a.m + 1 / b.m + Math.pow(cr(ca, n), 2) / a.mi + Math.pow(cr(cb, n), 2) / b.mi);
var j = 2 * m * v;
a.vx += -n.x * j / a.m;
a.vy += -n.y * j / a.m;
a.w += cr(ca, n) * j / a.mi;
b.vx += n.x * j / b.m;
b.vy += n.y * j / b.m;
b.w += -cr(cb, n) * j / b.mi;
// console.log('boop')
}
// Collision of object a with wall at position k and direction d
function wallCollide(a, k, d) {
if ((!d && Math.abs(a.x - k) < a.r + rad) || (d && Math.abs(a.y - k) < a.r + rad)) {
var c = { x: 0, y: 0, cnt: 0 };
for (var _i = 0, _a = a.p.map(function (x) { return rot(a, x); }); _i < _a.length; _i++) {
var p = _a[_i];
if ((!d && Math.abs(p.x - k) < rad) || (d && Math.abs(p.y - k) < rad)) {
c.x += p.x;
c.y += p.y;
c.cnt++;
}
}
if (c.cnt > 0) {
c.x /= c.cnt;
c.y /= c.cnt;
var b = {
id: "",
p: [],
cm: { x: 0, y: 0 },
x: c.x,
y: c.y,
vx: 0,
vy: 0,
th: 0,
w: 0,
m: 1e9,
mi: 1e9,
r: 0
};
collide(a, b, c, { x: 1 - Number(d), y: Number(d) });
}
}
}
// Collision of object a with object b
function objectsCollide(a, b) {
if (ds(a, b) < Math.pow((a.r + b.r + 2 * rad), 2)) {
// Objects are close
var c = { x: 0, y: 0, cnt: 0 };
var n = { x: 0, y: 0 };
// Slight performance optimization?
// Only consider points close to other object
var aa = [];
var bb = [];
for (var _i = 0, _a = a.p.map(function (x) { return rot(a, x); }); _i < _a.length; _i++) {
var p = _a[_i];
if (ds(p, b) < Math.pow((a.r + b.r + 2 * rad), 2))
aa.push(p);
}
for (var _b = 0, _c = b.p.map(function (x) { return rot(b, x); }); _b < _c.length; _b++) {
var p = _c[_b];
if (ds(p, a) < Math.pow((a.r + b.r + 2 * rad), 2))
bb.push(p);
}
for (var _d = 0, aa_1 = aa; _d < aa_1.length; _d++) {
var p = aa_1[_d];
for (var _e = 0, bb_1 = bb; _e < bb_1.length; _e++) {
var q = bb_1[_e];
var d = ds(p, q);
if (d < Math.pow((2 * rad), 2)) {
// Collision!
// These calculations are a bit sketchy but I guess they work?
c.x += p.x + q.x;
c.y += p.y + q.y;
c.cnt++;
n.x += (p.x - q.x) / d;
n.y += (p.y - q.y) / d;
}
}
}
if (c.cnt > 0) {
c.x /= 2 * c.cnt;
c.y /= 2 * c.cnt;
// Normalize n
var norm = Math.sqrt(Math.pow(n.x, 2) + Math.pow(n.y, 2));
n.x /= norm;
n.y /= norm;
collide(a, b, c, n);
}
}
}
// Move stuff, check collisions, and render
function tick() {
// Move each object one step
for (var _i = 0, A_1 = A; _i < A_1.length; _i++) {
var a = A_1[_i];
a.x += a.vx;
a.y += a.vy;
a.th += a.w;
// Don't allow glitching into walls
/* const px = a.p.map(x => rot(a, x).x)
let k = Math.min(...px) - rad
if (k < 0) a.x -= k
k = window.innerWidth - Math.max(...px) - rad
if (k < 0) a.x += k
const py = a.p.map(x => rot(a, x).y)
k = Math.min(...py) - rad
if (k < 0) a.y -= k
k = window.innerHeight - Math.max(...py) - rad
if (k < 0) a.y += k */
// Friction
if (Math.abs(a.vx) > 0.001)
a.vx -= 0.001 * Math.sign(a.vx);
if (Math.abs(a.vy) > 0.001)
a.vy -= 0.001 * Math.sign(a.vy);
if (Math.abs(a.w) > 0.00001)
a.w -= 0.00001 * Math.sign(a.w);
}
// Check wall collisions
for (var _a = 0, A_2 = A; _a < A_2.length; _a++) {
var a = A_2[_a];
wallCollide(a, 0, false);
wallCollide(a, window.innerWidth, false);
wallCollide(a, 0, true);
wallCollide(a, window.innerHeight, true);
}
// Check collisions between objects
for (var i = 0; i < A.length; i++) {
for (var j = i + 1; j < A.length; j++) {
objectsCollide(A[i], A[j]);
}
}
// Render every 10ms
tickcnt++;
if (tickcnt == 10) {
tickcnt = 0;
for (var _b = 0, A_3 = A; _b < A_3.length; _b++) {
var a = A_3[_b];
var e = document.getElementById(a.id);
if (e != null) {
e.style.left = a.x - a.cm.x + "px";
e.style.top = a.y - a.cm.y + "px";
e.style.rotate = a.th + "rad";
}
}
}
}
// Use click to update velocities
function updatev(event) {
for (var _i = 0, A_4 = A; _i < A_4.length; _i++) {
var a = A_4[_i];
var d = Math.max(ds(a, { x: event.clientX, y: event.clientY }), 100);
a.vx += 100 * (a.x - event.clientX) / d;
a.vy += 100 * (a.y - event.clientY) / d;
}
// Display spreading out circles
var circle = document.createElement("div");
circle.style.width = circle.style.height = "10px";
circle.style.left = event.clientX - 5 + "px";
circle.style.top = event.clientY - 5 + "px";
document.body.appendChild(circle);
circle.style.transform = "scale(500)";
circle.style.opacity = "0";
setTimeout(function () {
document.body.removeChild(circle);
}, 1000);
}
var tickcnt = 0;
setInterval(tick, 1);
document.addEventListener("click", updatev);