pcottle.learnGitBranching/arbor_src/physics/physics.js
Peter Cottle 97d6af16e0 broken
2012-08-13 21:30:39 -07:00

363 lines
12 KiB
JavaScript

//
// physics.js
//
// the particle system itself. either run inline or in a worker (see worker.js)
//
var Physics = function(dt, stiffness, repulsion, friction, updateFn, integrator){
var bhTree = BarnesHutTree() // for computing particle repulsion
var active = {particles:{}, springs:{}}
var free = {particles:{}}
var particles = []
var springs = []
var _epoch=0
var _energy = {sum:0, max:0, mean:0}
var _bounds = {topleft:new Point(-1,-1), bottomright:new Point(1,1)}
var SPEED_LIMIT = 1000 // the max particle velocity per tick
var that = {
integrator:['verlet','euler'].indexOf(integrator)>=0 ? integrator : 'verlet',
stiffness:(stiffness!==undefined) ? stiffness : 1000,
repulsion:(repulsion!==undefined)? repulsion : 600,
friction:(friction!==undefined)? friction : .3,
gravity:false,
dt:(dt!==undefined)? dt : 0.02,
theta:.4, // the criterion value for the barnes-hut s/d calculation
init:function(){
return that
},
modifyPhysics:function(param){
$.each(['stiffness','repulsion','friction','gravity','dt','precision', 'integrator'], function(i, p){
if (param[p]!==undefined){
if (p=='precision'){
that.theta = 1-param[p]
return
}
that[p] = param[p]
if (p=='stiffness'){
var stiff=param[p]
$.each(active.springs, function(id, spring){
spring.k = stiff
})
}
}
})
},
addNode:function(c){
var id = c.id
var mass = c.m
var w = _bounds.bottomright.x - _bounds.topleft.x
var h = _bounds.bottomright.y - _bounds.topleft.y
var randomish_pt = new Point((c.x != null) ? c.x: _bounds.topleft.x + w*Math.random(),
(c.y != null) ? c.y: _bounds.topleft.y + h*Math.random())
active.particles[id] = new Particle(randomish_pt, mass);
active.particles[id].connections = 0
active.particles[id].fixed = (c.f===1)
free.particles[id] = active.particles[id]
particles.push(active.particles[id])
},
dropNode:function(c){
var id = c.id
var dropping = active.particles[id]
var idx = $.inArray(dropping, particles)
if (idx>-1) particles.splice(idx,1)
delete active.particles[id]
delete free.particles[id]
},
modifyNode:function(id, mods){
if (id in active.particles){
var pt = active.particles[id]
if ('x' in mods) pt.p.x = mods.x
if ('y' in mods) pt.p.y = mods.y
if ('m' in mods) pt.m = mods.m
if ('f' in mods) pt.fixed = (mods.f===1)
if ('_m' in mods){
if (pt._m===undefined) pt._m = pt.m
pt.m = mods._m
}
}
},
addSpring:function(c){
var id = c.id
var length = c.l
var from = active.particles[c.fm]
var to = active.particles[c.to]
if (from!==undefined && to!==undefined){
active.springs[id] = new Spring(from, to, length, that.stiffness)
springs.push(active.springs[id])
from.connections++
to.connections++
delete free.particles[c.fm]
delete free.particles[c.to]
}
},
dropSpring:function(c){
var id = c.id
var dropping = active.springs[id]
dropping.point1.connections--
dropping.point2.connections--
var idx = $.inArray(dropping, springs)
if (idx>-1){
springs.splice(idx,1)
}
delete active.springs[id]
},
_update:function(changes){
// batch changes phoned in (automatically) by a ParticleSystem
_epoch++
$.each(changes, function(i, c){
if (c.t in that) that[c.t](c)
})
return _epoch
},
tick:function(){
that.tendParticles()
if (that.integrator=='euler'){
that.updateForces()
that.updateVelocity(that.dt)
that.updatePosition(that.dt)
}else{
// default to verlet
that.updateForces();
that.cacheForces(); // snapshot f(t)
that.updatePosition(that.dt); // update position to x(t + 1)
that.updateForces(); // calculate f(t+1)
that.updateVelocity(that.dt); // update using f(t) and f(t+1)
}
that.tock()
},
tock:function(){
var coords = []
$.each(active.particles, function(id, pt){
coords.push(id)
coords.push(pt.p.x)
coords.push(pt.p.y)
})
if (updateFn) updateFn({geometry:coords, epoch:_epoch, energy:_energy, bounds:_bounds})
},
tendParticles:function(){
$.each(active.particles, function(id, pt){
// decay down any of the temporary mass increases that were passed along
// by using an {_m:} instead of an {m:} (which is to say via a Node having
// its .tempMass attr set)
if (pt._m!==undefined){
if (Math.abs(pt.m-pt._m)<1){
pt.m = pt._m
delete pt._m
}else{
pt.m *= .98
}
}
// zero out the velocity from one tick to the next
pt.v.x = pt.v.y = 0
})
},
// Physics stuff
updateForces:function() {
if (that.repulsion>0){
if (that.theta>0) that.applyBarnesHutRepulsion()
else that.applyBruteForceRepulsion()
}
if (that.stiffness>0) that.applySprings()
that.applyCenterDrift()
if (that.gravity) that.applyCenterGravity()
},
cacheForces:function() {
// keep a snapshot of the current forces for the verlet integrator
$.each(active.particles, function(id, point) {
point._F = point.f;
point._m = point.m;
});
},
applyBruteForceRepulsion:function(){
$.each(active.particles, function(id1, point1){
$.each(active.particles, function(id2, point2){
if (point1 !== point2){
var d = point1.p.subtract(point2.p);
var distance = Math.max(1.0, d.magnitude());
var direction = ((d.magnitude()>0) ? d : Point.random(1)).normalize()
// apply force to each end point
// (consult the cached `real' mass value if the mass is being poked to allow
// for repositioning. the poked mass will still be used in .applyforce() so
// all should be well)
point1.applyForce(direction.multiply(that.repulsion*(point2._m||point2.m)*.5)
.divide(distance * distance * 0.5) );
point2.applyForce(direction.multiply(that.repulsion*(point1._m||point1.m)*.5)
.divide(distance * distance * -0.5) );
}
})
})
},
applyBarnesHutRepulsion:function(){
if (!_bounds.topleft || !_bounds.bottomright) return
var bottomright = new Point(_bounds.bottomright)
var topleft = new Point(_bounds.topleft)
// build a barnes-hut tree...
bhTree.init(topleft, bottomright, that.theta)
$.each(active.particles, function(id, particle){
bhTree.insert(particle)
})
// ...and use it to approximate the repulsion forces
$.each(active.particles, function(id, particle){
bhTree.applyForces(particle, that.repulsion)
})
},
applySprings:function(){
$.each(active.springs, function(id, spring){
var d = spring.point2.p.subtract(spring.point1.p); // the direction of the spring
var displacement = spring.length - d.magnitude()//Math.max(.1, d.magnitude());
var direction = ( (d.magnitude()>0) ? d : Point.random(1) ).normalize()
// BUG:
// since things oscillate wildly for hub nodes, should probably normalize spring
// forces by the number of incoming edges for each node. naive normalization
// doesn't work very well though. what's the `right' way to do it?
// apply force to each end point
spring.point1.applyForce(direction.multiply(spring.k * displacement * -0.5))
spring.point2.applyForce(direction.multiply(spring.k * displacement * 0.5))
});
},
applyCenterDrift:function(){
// find the centroid of all the particles in the system and shift everything
// so the cloud is centered over the origin
var numParticles = 0
var centroid = new Point(0,0)
$.each(active.particles, function(id, point) {
centroid.add(point.p)
numParticles++
});
if (numParticles==0) return
var correction = centroid.divide(-numParticles)
$.each(active.particles, function(id, point) {
point.applyForce(correction)
})
},
applyCenterGravity:function(){
// attract each node to the origin
$.each(active.particles, function(id, point) {
var direction = point.p.multiply(-1.0);
point.applyForce(direction.multiply(that.repulsion / 100.0));
});
},
updateVelocity:function(timestep){
// translate forces to a new velocity for this particle
var sum=0, max=0, n = 0;
$.each(active.particles, function(id, point) {
if (point.fixed){
point.v = new Point(0,0)
point.f = new Point(0,0)
return
}
if (that.integrator=='euler'){
point.v = point.v.add(point.f.multiply(timestep)).multiply(1-that.friction);
}else{
point.v = point.v.add(point.f.add(point._F.divide(point._m)).multiply(timestep*0.5)).multiply(1-that.friction);
}
point.f.x = point.f.y = 0
var speed = point.v.magnitude()
if (speed>SPEED_LIMIT) point.v = point.v.divide(speed*speed)
var speed = point.v.magnitude();
var e = speed*speed
sum += e
max = Math.max(e,max)
n++
});
_energy = {sum:sum, max:max, mean:sum/n, n:n}
},
updatePosition:function(timestep){
// translate velocity to a position delta
var bottomright = null
var topleft = null
$.each(active.particles, function(i, point) {
// move the node to its new position
if (that.integrator=='euler'){
point.p = point.p.add(point.v.multiply(timestep));
}else{
//this should follow the equation
//x(t+1) = x(t) + v(t) * timestep + 1/2 * timestep^2 * a(t)
var accelPart = point.f.multiply(0.5 * timestep * timestep).divide(point.m);
point.p = point.p.add(point.v.multiply(timestep)).add(accelPart);
}
if (!bottomright){
bottomright = new Point(point.p.x, point.p.y)
topleft = new Point(point.p.x, point.p.y)
return
}
var pt = point.p
if (pt.x===null || pt.y===null) return
if (pt.x > bottomright.x) bottomright.x = pt.x;
if (pt.y > bottomright.y) bottomright.y = pt.y;
if (pt.x < topleft.x) topleft.x = pt.x;
if (pt.y < topleft.y) topleft.y = pt.y;
});
_bounds = {topleft:topleft||new Point(-1,-1), bottomright:bottomright||new Point(1,1)}
},
systemEnergy:function(timestep){
// system stats
return _energy
}
}
return that.init()
}
var _nearParticle = function(center_pt, r){
var r = r || .0
var x = center_pt.x
var y = center_pt.y
var d = r*2
return new Point(x-r+Math.random()*d, y-r+Math.random()*d)
}