alt sim with high stability
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@ -39,8 +39,6 @@ export class FolkRope extends AbstractArrow {
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#lastTime = 0;
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#currentTime = 0;
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#deltaTime = 0;
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#previousDelta = 0;
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#interval = 1000 / 60; // ms per frame
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#gravity = { x: 0, y: 3000 };
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#points: RopePoint[] = [];
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@ -83,32 +81,33 @@ export class FolkRope extends AbstractArrow {
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this.draw();
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};
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#tick = (timestamp: number = performance.now()) => {
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this.#currentTime = timestamp;
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#dtAccumulator = 0;
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#fixedTimestep = 1 / 60;
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#tick = (timestamp: number = performance.now()) => {
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this.#rAFId = requestAnimationFrame(this.#tick);
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this.#deltaTime = this.#currentTime - this.#lastTime;
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if (this.#deltaTime > this.#interval) {
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const dts = this.#deltaTime * 0.001; // delta time in seconds
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const actualDelta = (timestamp - this.#lastTime) * 0.001;
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this.#lastTime = timestamp;
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// Accumulate delta time, but clamp to avoid spiral of death
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this.#dtAccumulator = Math.min(this.#dtAccumulator + actualDelta, 0.2);
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while (this.#dtAccumulator >= this.#fixedTimestep) {
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for (const point of this.#points) {
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this.#integratePoint(point, this.#gravity, dts, this.#previousDelta);
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this.#integratePoint(point, this.#gravity);
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}
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for (let iteration = 0; iteration < 100; iteration++) {
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// 3 constraint iterations is enough for fixed timestep
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for (let iteration = 0; iteration < 3; iteration++) {
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for (const point of this.#points) {
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this.#constrainPoint(point);
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}
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}
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this.#previousDelta = dts;
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this.draw();
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this.#lastTime = this.#currentTime - (this.#deltaTime % this.#interval);
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this.#dtAccumulator -= this.#fixedTimestep;
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}
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this.draw();
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};
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override render(sourceRect: DOMRectReadOnly, targetRect: DOMRectReadOnly) {
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@ -192,22 +191,16 @@ export class FolkRope extends AbstractArrow {
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return points;
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}
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// Integrate motion equations per node without taking into account relationship with other nodes...
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#integratePoint(point: RopePoint, gravity: Vector2, dt: number, previousFrameDt: number) {
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#integratePoint(point: RopePoint, gravity: Vector2) {
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if (!point.isFixed) {
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point.velocity = Vector.sub(point.pos, point.oldPos);
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point.oldPos = { ...point.pos };
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// Drastically improves stability
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const timeCorrection = previousFrameDt !== 0.0 ? dt / previousFrameDt : 0.0;
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const accel = Vector.add(gravity, { x: 0, y: point.mass });
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const tsSq = this.#fixedTimestep * this.#fixedTimestep;
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const velCoef = timeCorrection * point.damping;
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const accelCoef = Math.pow(dt, 2);
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point.pos.x += point.velocity.x * velCoef + accel.x * accelCoef;
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point.pos.y += point.velocity.y * velCoef + accel.y * accelCoef;
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point.pos.x += point.velocity.x * point.damping + accel.x * tsSq;
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point.pos.y += point.velocity.y * point.damping + accel.y * tsSq;
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} else {
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point.velocity = Vector.zero();
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point.oldPos = { ...point.pos };
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@ -219,9 +212,13 @@ export class FolkRope extends AbstractArrow {
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const applyConstraint = (p1: RopePoint, p2: RopePoint) => {
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const delta = Vector.sub(p2.pos, p1.pos);
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const len = Vector.mag(delta);
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// Prevent division by zero
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if (len < 0.0001) return;
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const diff = len - p1.distanceToNextPoint;
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const normal = Vector.normalized(delta);
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const adjustment = Vector.scale(normal, diff * 0.25);
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const adjustment = Vector.scale(normal, diff * 0.75);
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if (!p1.isFixed) {
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p1.pos = Vector.add(p1.pos, adjustment);
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