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boing.js - minimal 2D spring physics
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export const Spring = (x, y, mass, stiffness, viscosity) => ({ | |
prevX: x, | |
prevY: y, | |
currX: x, | |
currY: y, | |
mass, stiffness, viscosity | |
}); | |
Spring.copy = (spring) => ({ | |
prevX: spring.prevX, | |
prevY: spring.prevY, | |
currX: spring.currX, | |
currY: spring.currY, | |
mass: spring.mass, | |
stiffness: spring.stiffness, | |
viscosity: spring.viscosity | |
}); | |
Spring.set = (spring, x, y) => { | |
spring.prevX = x; | |
spring.prevY = y; | |
spring.currX = x; | |
spring.currY = y; | |
return spring; | |
} | |
// Accelerate spring end a new position | |
Spring.acc = (spring, x, y) => { | |
spring.currX = spring.currX + x; | |
spring.currY = spring.currY + y; | |
return spring; | |
} | |
// Shift particle location | |
Spring.shift = (spring, x, y) => { | |
spring.prevX = spring.currX; | |
spring.prevY = spring.currY; | |
spring.currX = x; | |
spring.currY = y; | |
return spring; | |
} | |
// Verlet-integrate a particle's momentum. | |
Spring.integrate = (spring) => Spring.shift( | |
spring, | |
spring.currX + ((spring.currX - spring.prevX) * (1.0 - spring.viscosity)), | |
spring.currY + ((spring.currY - spring.prevY) * (1.0 - spring.viscosity)) | |
); | |
// Calculate the mangitude of a vector (length) | |
// Returns a Number | |
const mag = (x, y) => Math.sqrt((x * x) + (y * y)); | |
const hookeForce = (n, mass, dist, stiffness, deltaT) => { | |
const force = ((dist / (dist * (1.0 / mass))) * stiffness); | |
// Apply force to location to get acceleration | |
const acc = (((-1 * n) * (force * (1.0 / mass))) * (deltaT / 16)); | |
return acc; | |
}; | |
Spring.isResting = (spring) => ( | |
Math.abs(spring.currX) < 0.1 && | |
Math.abs(spring.currY) < 0.1 && | |
Math.abs(spring.currX - spring.prevX) < 0.1 && | |
Math.abs(spring.currY - spring.prevY) < 0.1 | |
); | |
// Advance spring to next state. Mutates spring. | |
// If you want new state objects every time, use Spring.copy, then pass in | |
// copied spring. | |
Spring.tick = (spring, deltaT) => { | |
// Calculate Euclidian distance (2D length) of a spring. | |
const dist = mag(spring.currX, spring.currY); | |
const x = hookeForce( | |
spring.currX, spring.mass, | |
dist, spring.stiffness, deltaT | |
); | |
const y = hookeForce( | |
spring.currY, spring.mass, | |
dist, spring.stiffness, deltaT | |
); | |
Spring.acc(spring, x, y); | |
// If we're close enough to resting, just set to 0. | |
if (Spring.isResting(spring)) Spring.set(spring, 0, 0); | |
return spring; | |
}; | |
Spring.simulate = (spring, deltaT) => | |
Spring.tick(Spring.integrate(spring), deltaT); |
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