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acceleration
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b754525595
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3 changed files with 25 additions and 12 deletions
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@ -2,7 +2,7 @@ import React, {useEffect, useRef} from 'react';
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import {canvasClick, draw, init, update, canvasMouseMove} from "./draw/MainDraw";
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let CANVAS_WIDTH = 1500;
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let CANVAS_HEIGHT = 700;
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let CANVAS_HEIGHT = 900;
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function App() {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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@ -16,7 +16,7 @@ function App() {
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init();
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const interval = setInterval(() => {
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update();
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}, 1000 / 30);
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}, 1000 / 60);
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draw(context);
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return () => clearInterval(interval);
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}, [canvasRef]);
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@ -10,8 +10,8 @@ let mouseProperties: MouseProperties = {charge: 0, strength: 1, pos: new Vector(
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export function initParticles() {
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particles = [];
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const chargeToMass = [1, 1, 100];
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const chargeToMass = [0.1, 1, 10];
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for (let i = 0; i < 200; i++) {
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const charge = Math.random() < 0.3 ? 0 : Math.random() < 0.5 ? 1 : -1;
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particles.push(new Particle(new Vector(
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@ -57,8 +57,14 @@ function calculateChargedForces() {
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const innerParticle = particles[j];
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if (innerParticle.charge !== 0) {
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const dist = particle.position.distance(innerParticle.position);
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if (dist < 300 && dist > 0.30) {
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const f1 = innerParticle.position.sub(particle.position).scale(0.5 / dist ** 2);
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if (dist < 300 && dist > 0) {
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const f1 = innerParticle.position.sub(particle.position).scale(0.5 / dist ** 2)
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/*
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that does not actually work because the world does not work like that
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but there is probably something missing here if the charges aren't equal
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.scale(Math.max(Math.abs(particle.charge), Math.abs(innerParticle.charge))
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/ Math.min(Math.abs(particle.charge), Math.abs(innerParticle.charge)));
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*/
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if (particle.charge === innerParticle.charge) {
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particle.applyForce(f1.negated());
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innerParticle.applyForce(f1);
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@ -6,24 +6,26 @@ import {CANVAS_HEIGHT, CANVAS_WIDTH} from "../../App";
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const PARTICLE_SIZE = 5;
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const PARTICLE_EDGE_REPULSION_FORCE = 0.1;
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const FRICTION = 0.99;
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const RANDOM_ACCELERATION = 2;
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const FRICTION = -0.01;
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const RANDOM_ACCELERATION = 0.5;
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export default class Particle implements SimObject {
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private _position: Vector;
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private _velocity: Vector;
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private _acceleration: Vector;
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private readonly _mass: number;
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private readonly _charge: number;
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constructor(position: Vector, charge = 0, mass = 1) {
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this._position = position;
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this._velocity = new Vector();
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this._acceleration = new Vector();
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this._charge = charge;
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this._mass = mass;
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}
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public applyForce(force: Vector) {
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this._velocity = this._velocity.add(force.scaleInverse(this._mass));
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this._acceleration = this._acceleration.add(force);
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}
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public draw(ctx: Ctx): void {
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@ -31,11 +33,8 @@ export default class Particle implements SimObject {
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}
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public update(): void {
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this._position = this._position.add(this._velocity);
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this._velocity = this._velocity.scale(FRICTION);
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// random movement
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if (this._velocity.magnitude() < 0.1 && Math.random() > 0.4) {
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if (this._acceleration.magnitude() < 1 && this._velocity.magnitude() < 0.2 && Math.random() > 0.4) {
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this.applyForce(new Vector((Math.random() - 0.5) * RANDOM_ACCELERATION, (Math.random() - 0.5) * RANDOM_ACCELERATION));
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}
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@ -51,6 +50,14 @@ export default class Particle implements SimObject {
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if (this._position.y < 50) {
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this.applyForce(new Vector(0, PARTICLE_EDGE_REPULSION_FORCE));
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}
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this._velocity = this._velocity
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.add(this._acceleration
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.add(new Vector(this._velocity.x * FRICTION, this._velocity.y * FRICTION))
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.scaleInverse(this._mass));
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this._position = this._position.add(this._velocity);
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this._acceleration = new Vector();
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}
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public get charge() {
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