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
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
|
// Inject SVG into DOM synchronously because we can't access the DOM of SVGs inside img tags
document.querySelectorAll("svg").forEach(function(svg) {
let req = new XMLHttpRequest()
req.open("GET", svg.id + ".svg", false)
req.send()
svg.outerHTML = req.responseText
})
let rad = 10 // Stroke radius
let A = [] // Objects
let idcnt = 0
let ix = 0
let iy = 0
let 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 = idcnt++
const rect = svg.getBoundingClientRect()
let a = {
id: svg.id, // Unique ID
p: [], // Collision circles
cm: svg.createSVGPoint(), // Position of center of mass relative to top left corner
x: rect.x, // x position of center of mass
y: rect.y, // y position of center of mass
vx: Math.random(), // x velocity
vy: Math.random(), // y velocity
th: 0, // Angular position
w: Math.random() / 100, // Angular velocity
m: 0, // Mass
mi: 0, // Moment of inertia
r: 0 // Distance to farthest point from center of mass
}
svg.querySelectorAll("path").forEach(function(path) {
// Get circles on path for collision checking
let num = Math.floor(path.getTotalLength() / 5)
for (let i = 0; i <= num; i++) {
const 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 (const p of a.p) {
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 (const p of a.p) a.mi += p.x ** 2 + p.y ** 2
for (const p of a.p) a.r = Math.max(Math.sqrt(p.x ** 2 + p.y ** 2), a.r)
A.push(a)
})
// Actual position of p in object a
function rot(a, p) {
const c = Math.cos(a.th)
const 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 (a.x - b.x) ** 2 + (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
const ca = {x: a.x - c.x, y: a.y - c.y}
const cb = {x: b.x - c.x, y: b.y - c.y}
const v = n.x * (a.vx - b.vx) + n.y * (a.vy - b.vy) - a.w * cr(ca, n) + b.w * cr(cb, n)
const m = 1 / (1 / a.m + 1 / b.m + cr(ca, n) ** 2 / a.mi + cr(cb, n) ** 2 / b.mi)
const 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 == 0 && Math.abs(a.x - k) < a.r + rad) || (d == 1 && Math.abs(a.y - k) < a.r + rad)) {
let c = {x: 0, y: 0, cnt: 0}
for (const p of a.p.map(x => rot(a, x))) {
if ((d == 0 && Math.abs(p.x - k) < rad) || (d == 1 && 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
let b = c
b.vx = b.vy = b.w = 0
b.m = b.mi = 1e9
collide(a, b, c, {x: 1 - d, y: d})
}
}
}
// Collision of object a with object b
function objectsCollide(a, b) {
if (ds(a, b) < (a.r + b.r + 2 * rad) ** 2) {
// Objects are close
let c = {x: 0, y: 0, cnt: 0}
let n = {x: 0, y: 0}
// Slight performance optimization?
// Only consider points close to other object
let aa = []
let bb = []
for (const p of a.p.map(x => rot(a, x))) {
if (ds(p, b) < (a.r + b.r + 2 * rad) ** 2) aa.push(p)
}
for (const p of b.p.map(x => rot(b, x))) {
if (ds(p, a) < (a.r + b.r + 2 * rad) ** 2) bb.push(p)
}
for (const p of aa) {
for (const q of bb) {
const d = ds(p, q)
if (d < (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
let norm = Math.sqrt(n.x ** 2 + 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 (let a of A) {
a.x += a.vx
a.y += a.vy
a.th += a.w
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 (let a of A) {
wallCollide(a, 0, 0)
wallCollide(a, window.innerWidth, 0)
wallCollide(a, 0, 1)
wallCollide(a, window.innerHeight, 1)
}
// Check collisions between objects
for (let i = 0; i < A.length; i++) {
for (let j = i + 1; j < A.length; j++) {
objectsCollide(A[i], A[j])
}
}
// Render every 10ms
tickcnt++
if (tickcnt == 10) {
tickcnt = 0
for (a of A) {
let e = document.getElementById(a.id)
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 (a of A) {
let 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
let 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.offsetWidth
circle.style.transform = "scale(500)"
circle.style.opacity = "0"
setTimeout(function () {
document.body.removeChild(circle)
}, 1000)
}
let tickcnt = 0
setInterval(tick, 1)
document.addEventListener("click", updatev)
|