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function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.dot = function (v) {
return this.x * v.x + this.y * v.y;
};
Vector.prototype.length = function() {
return Math.sqrt(this.x * this.x + this.y * this.y);
};
Vector.prototype.normalize = function() {
var s = 1 / this.length();
this.x *= s;
this.y *= s;
return this;
};
Vector.prototype.multiply = function(s) {
return new Vector(this.x * s, this.y * s);
};
Vector.prototype.tx = function(v) {
this.x += v.x;
this.y += v.y;
return this;
};
function BallObject(elasticity, vx, vy) {
this.v = new Vector(vx || 0, vy || 0); // velocity: m/s^2
this.m = 10; // mass: kg
this.r = 15; // radius of obj
this.p = new Vector(0, 0); // position
this.cr = elasticity; // elasticity
}
BallObject.prototype.draw = function(ctx) {
ctx.beginPath();
ctx.arc(this.p.x, this.p.y, this.r, 0, 2 * Math.PI);
ctx.closePath();
ctx.fill();
ctx.stroke();
};
BallObject.prototype.update = function(g, dt, ppm) {
this.v.y += g * dt;
this.p.x += this.v.x * dt * ppm;
this.p.y += this.v.y * dt * ppm;
};
BallObject.prototype.collide = function(obj) {
var dt, mT, v1, v2, cr, sm,
dn = new Vector(this.p.x - obj.p.x, this.p.y - obj.p.y),
sr = this.r + obj.r, // sum of radii
dx = dn.length(); // pre-normalized magnitude
if (dx > sr) {
return; // no collision
}
// sum the masses, normalize the collision vector and get its tangential
sm = this.m + obj.m;
dn.normalize();
dt = new Vector(dn.y, -dn.x);
// avoid double collisions by "un-deforming" balls (larger mass == less tx)
// this is susceptible to rounding errors, "jiggle" behavior and anti-gravity
// suspension of the object get into a strange state
mT = dn.multiply(this.r + obj.r - dx);
this.p.tx(mT.multiply(obj.m / sm));
obj.p.tx(mT.multiply(-this.m / sm));
// this interaction is strange, as the CR describes more than just
// the ball's bounce properties, it describes the level of conservation
// observed in a collision and to be "true" needs to describe, rigidity,
// elasticity, level of energy lost to deformation or adhesion, and crazy
// values (such as cr > 1 or cr < 0) for stange edge cases obviously not
// handled here (see: http://en.wikipedia.org/wiki/Coefficient_of_restitution)
// for now assume the ball with the least amount of elasticity describes the
// collision as a whole:
cr = Math.min(this.cr, obj.cr);
// cache the magnitude of the applicable component of the relevant velocity
v1 = dn.multiply(this.v.dot(dn)).length();
v2 = dn.multiply(obj.v.dot(dn)).length();
// maintain the unapplicatble component of the relevant velocity
// then apply the formula for inelastic collisions
this.v = dt.multiply(this.v.dot(dt));
this.v.tx(dn.multiply((cr * obj.m * (v2 - v1) + this.m * v1 + obj.m * v2) / sm));
// do this once for each object, since we are assuming collide will be called
// only once per "frame" and its also more effiecient for calculation cacheing
// purposes
obj.v = dt.multiply(obj.v.dot(dt));
obj.v.tx(dn.multiply((cr * this.m * (v1 - v2) + obj.m * v2 + this.m * v1) / sm));
};
function FloorObject(floor) {
var py;
this.v = new Vector(0, 0);
this.m = 5.9722 * Math.pow(10, 24);
this.r = 10000000;
this.p = new Vector(0, py = this.r + floor);
this.update = function() {
this.v.x = 0;
this.v.y = 0;
this.p.x = 0;
this.p.y = py;
};
// custom to minimize unnecessary filling:
this.draw = function(ctx) {
var c = ctx.canvas, s = ctx.scale;
ctx.fillRect(c.width / -2 / s, floor, ctx.canvas.width / s, (ctx.canvas.height / s) - floor);
};
}
FloorObject.prototype = new BallObject(1);
function createCanvasWithControls(objs) {
var addBall = function() { objs.unshift(new BallObject(els.value / 100, (Math.random() * 10) - 5, -20)); },
d = document,
c = d.createElement('canvas'),
b = d.createElement('button'),
els = d.createElement('input'),
clr = d.createElement('input'),
cnt = d.createElement('input'),
clrl = d.createElement('label'),
cntl = d.createElement('label');
b.innerHTML = 'add ball with elasticity: <span>0.70</span>';
b.onclick = addBall;
els.type = 'range';
els.min = 0;
els.max = 100;
els.step = 1;
els.value = 90;
els.style.display = 'block';
els.onchange = function() {
b.getElementsByTagName('span')[0].innerHTML = (this.value / 100).toFixed(2);
};
clr.type = cnt.type = 'checkbox';
clr.checked = false;
cnt.checked = true;
clrl.style.display = cntl.style.display = 'block';
clrl.appendChild(clr);
clrl.appendChild(d.createTextNode('clear each frame'));
cntl.appendChild(cnt);
cntl.appendChild(d.createTextNode('continuous shower!'));
c.style.border = 'solid 1px #3369ff';
c.style.display = 'block';
c.width = 700;
c.height = 550;
c.shouldClear = function() { return clr.checked; };
d.body.appendChild(c);
d.body.appendChild(els);
d.body.appendChild(b);
d.body.appendChild(clrl);
d.body.appendChild(cntl);
setInterval(function() {
if (cnt.checked) {
addBall();
}
}, 333);
return c;
}
// start:
var objs = [],
c = createCanvasWithControls(objs),
ctx = c.getContext('2d'),
fps = 60, // target frames per second
ppm = 20, // pixels per meter
g = 9.8, // m/s^2 - acceleration due to gravity
t = new Date().getTime();
// add the floor:
objs.push(new FloorObject(c.height - 10));
// as expando so its accessible in draw [this overides .scale(x,y)]
ctx.scale = 0.5;
ctx.fillStyle = 'rgb(100,200,255)';
ctx.strokeStyle = 'rgb(33,69,233)';
ctx.transform(ctx.scale, 0, 0, ctx.scale, c.width / 2, c.height / 2);
setInterval(function() {
var i, j,
nw = c.width / ctx.scale,
nh = c.height / ctx.scale,
nt = new Date().getTime(),
dt = (nt - t) / 1000;
if (c.shouldClear()) {
ctx.clearRect(nw / -2, nh / -2, nw, nh);
}
for (i = 0; i < objs.length; i++) {
// if a ball > viewport width away from center remove it
while (objs[i].p.x < -nw || objs[i].p.x > nw) {
objs.splice(i, 1);
}
objs[i].update(g, dt, ppm, objs, i);
for (j = i + 1; j < objs.length; j++) {
objs[j].collide(objs[i]);
}
objs[i].draw(ctx);
}
t = nt;
}, 1000 / fps);
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