alt sim with high stability

This commit is contained in:
Orion Reed 2024-11-26 00:57:56 -05:00
parent 46f6c08bc2
commit 79cc0fa677
1 changed files with 23 additions and 26 deletions

View File

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