diff options
author | Eric <ericmabr@gmail.com> | 2023-08-13 15:43:53 -0400 |
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committer | Eric <ericmabr@gmail.com> | 2023-08-13 15:43:53 -0400 |
commit | 7b2553514bb000eb7f618eb0f0d653baee78742c (patch) | |
tree | fff27e02bd2c9971ac3c2443811f434faad14368 /src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx | |
parent | 8a58d0205111e7a653c0a35acecb41790882cb7b (diff) |
1
Diffstat (limited to 'src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx')
-rw-r--r-- | src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx | 990 |
1 files changed, 990 insertions, 0 deletions
diff --git a/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx b/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx new file mode 100644 index 000000000..2165c8ba9 --- /dev/null +++ b/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx @@ -0,0 +1,990 @@ +import { computed, IReactionDisposer, reaction } from 'mobx'; +import { observer } from 'mobx-react'; +import './PhysicsSimulationBox.scss'; +import React = require('react'); + +interface IWallProps { + length: number; + xPos: number; + yPos: number; + angleInDegrees: number; +} +interface IForce { + description: string; + magnitude: number; + directionInDegrees: number; +} +export interface IWeightProps { + pause: () => void; + panelWidth: () => number; + panelHeight: () => number; + resetRequest: () => number; + circularMotionRadius: number; + coefficientOfKineticFriction: number; + color: string; + componentForces: () => IForce[]; + setComponentForces: (x: IForce[]) => {}; + displayXVelocity: number; + displayYVelocity: number; + elasticCollisions: boolean; + gravity: number; + mass: number; + simulationMode: string; + noMovement: boolean; + paused: boolean; + pendulumAngle: number; + pendulumLength: number; + radius: number; + showAcceleration: boolean; + showComponentForces: boolean; + showForceMagnitudes: boolean; + showForces: boolean; + showVelocity: boolean; + simulationSpeed: number; + simulationType: string; + springConstant: number; + springRestLength: number; + springStartLength: number; + startForces: () => IForce[]; + startPendulumAngle: number; + startPendulumLength: number; + startPosX: number; + startPosY: number; + startVelX: number; + startVelY: number; + timestepSize: number; + updateMassPosX: number; + updateMassPosY: number; + forcesUpdated: () => IForce[]; + setForcesUpdated: (x: IForce[]) => {}; + setPosition: (x: number | undefined, y: number | undefined) => void; + setVelocity: (x: number | undefined, y: number | undefined) => void; + setAcceleration: (x: number, y: number) => void; + setPendulumAngle: (ang: number | undefined, length: number | undefined) => void; + setSpringLength: (length: number) => void; + wallPositions: IWallProps[]; + wedgeHeight: number; + wedgeWidth: number; + xMax: number; + xMin: number; + yMax: number; + yMin: number; +} + +interface IState { + angleLabel: number; + clickPositionX: number; + clickPositionY: number; + coordinates: string; + dragging: boolean; + kineticFriction: boolean; + maxPosYConservation: number; + timer: number; + updatedStartPosX: any; + updatedStartPosY: any; + xPosition: number; + xVelocity: number; + yPosition: number; + yVelocity: number; + xAccel: number; + yAccel: number; +} +@observer +export default class Weight extends React.Component<IWeightProps, IState> { + constructor(props: any) { + super(props); + this.state = { + angleLabel: 0, + clickPositionX: 0, + clickPositionY: 0, + coordinates: '', + dragging: false, + kineticFriction: false, + maxPosYConservation: 0, + timer: 0, + updatedStartPosX: this.props.startPosX, + updatedStartPosY: this.props.startPosY, + xPosition: this.props.startPosX, + xVelocity: this.props.startVelX, + yPosition: this.props.startPosY, + yVelocity: this.props.startVelY, + xAccel: 0, + yAccel: 0, + }; + } + + _timer: NodeJS.Timeout | undefined; + _resetDisposer: IReactionDisposer | undefined; + + componentWillUnmount() { + this._timer && clearTimeout(this._timer); + this._resetDisposer?.(); + } + componentWillUpdate(nextProps: Readonly<IWeightProps>, nextState: Readonly<IState>, nextContext: any): void { + if (nextProps.paused) { + this._timer && clearTimeout(this._timer); + this._timer = undefined; + } else if (this.props.paused) { + this._timer && clearTimeout(this._timer); + this._timer = setInterval(() => this.setState({ timer: this.state.timer + 1 }), 50); + } + } + + // Constants + @computed get draggable() { + return !['Inclined Plane', 'Pendulum'].includes(this.props.simulationType) && this.props.simulationMode === 'Freeform'; + } + @computed get panelHeight() { + return Math.max(800, this.props.panelHeight()) + 'px'; + } + @computed get panelWidth() { + return Math.max(1000, this.props.panelWidth()) + 'px'; + } + + @computed get walls() { + return ['One Weight', 'Inclined Plane'].includes(this.props.simulationType) ? this.props.wallPositions : []; + } + epsilon = 0.0001; + labelBackgroundColor = `rgba(255,255,255,0.5)`; + + // Variables + weightStyle = { + alignItems: 'center', + backgroundColor: this.props.color, + borderColor: 'black', + borderRadius: 50 + '%', + borderStyle: 'solid', + display: 'flex', + height: 2 * this.props.radius + 'px', + justifyContent: 'center', + left: this.props.startPosX + 'px', + position: 'absolute' as 'absolute', + top: this.props.startPosY + 'px', + touchAction: 'none', + width: 2 * this.props.radius + 'px', + zIndex: 5, + }; + + // Helper function to go between display and real values + getDisplayYPos = (yPos: number) => this.props.yMax - yPos - 2 * this.props.radius + 5; + gravityForce = (): IForce => ({ + description: 'Gravity', + magnitude: this.props.mass * this.props.gravity, + directionInDegrees: 270, + }); + // Update display values when simulation updates + setDisplayValues = (xPos: number = this.state.xPosition, yPos: number = this.state.yPosition, xVel: number = this.state.xVelocity, yVel: number = this.state.yVelocity) => { + this.props.setPosition(xPos, this.getDisplayYPos(yPos)); + this.props.setVelocity(xVel, yVel); + const xAccel = Math.round(this.getNewAccelerationX(this.props.forcesUpdated()) * 100) / 100; + const yAccel = (-1 * Math.round(this.getNewAccelerationY(this.props.forcesUpdated()) * 100)) / 100; + this.props.setAcceleration(xAccel, yAccel); + this.setState({ xAccel, yAccel }); + }; + componentDidMount() { + this._resetDisposer = reaction(() => this.props.resetRequest(), this.resetEverything); + } + componentDidUpdate(prevProps: Readonly<IWeightProps>, prevState: Readonly<IState>, snapshot?: any): void { + if (prevProps.simulationType != this.props.simulationType) { + this.setState({ xVelocity: this.props.startVelX, yVelocity: this.props.startVelY }); + this.setDisplayValues(); + } + + // Change pendulum angle from input field + if (prevProps.startPendulumAngle != this.props.startPendulumAngle || prevProps.startPendulumLength !== this.props.startPendulumLength) { + const length = this.props.startPendulumLength; + const x = length * Math.cos(((90 - this.props.startPendulumAngle) * Math.PI) / 180); + const y = length * Math.sin(((90 - this.props.startPendulumAngle) * Math.PI) / 180); + const xPosition = this.props.xMax / 2 - x - this.props.radius; + const yPosition = y - this.props.radius - 5; + this.setState({ xPosition, yPosition, updatedStartPosX: xPosition, updatedStartPosY: yPosition }); + this.props.setPendulumAngle(this.props.startPendulumAngle, this.props.startPendulumLength); + } + + // When display values updated by user, update real value + if (prevProps.updateMassPosX !== this.props.updateMassPosX) { + const x = Math.min(Math.max(0, this.props.updateMassPosX), this.props.xMax - 2 * this.props.radius); + this.setState({ updatedStartPosX: x, xPosition: x }); + this.props.setPosition(x, undefined); + } + if (prevProps.updateMassPosY != this.props.updateMassPosY) { + const y = Math.min(Math.max(0, this.props.updateMassPosY), this.props.yMax - 2 * this.props.radius); + const coordinatePosition = this.getDisplayYPos(y); + this.setState({ yPosition: coordinatePosition, updatedStartPosY: coordinatePosition }); + this.props.setPosition(undefined, this.getDisplayYPos(y)); + + if (this.props.displayXVelocity != this.state.xVelocity) { + this.setState({ xVelocity: this.props.displayXVelocity }); + this.props.setVelocity(this.props.displayXVelocity, undefined); + } + + if (this.props.displayYVelocity != -this.state.yVelocity) { + this.setState({ yVelocity: -this.props.displayYVelocity }); + this.props.setVelocity(undefined, this.props.displayYVelocity); + } + } + + // Make sure weight doesn't go above max height + if ((prevState.updatedStartPosY != this.state.updatedStartPosY || prevProps.startVelY != this.props.startVelY) && !isNaN(this.state.updatedStartPosY) && !isNaN(this.props.startVelY)) { + if (this.props.simulationType == 'One Weight') { + let maxYPos = this.state.updatedStartPosY; + if (this.props.startVelY != 0) { + maxYPos -= (this.props.startVelY * this.props.startVelY) / (2 * this.props.gravity); + } + if (maxYPos < 0) maxYPos = 0; + + this.setState({ maxPosYConservation: maxYPos }); + } + } + + // Check for collisions and update + if (!this.props.paused && !this.props.noMovement && prevState.timer != this.state.timer) { + let collisions = false; + if (this.props.simulationType == 'One Weight' || this.props.simulationType == 'Inclined Plane') { + const collisionsWithGround = this.checkForCollisionsWithGround(); + const collisionsWithWalls = this.checkForCollisionsWithWall(); + collisions = collisionsWithGround || collisionsWithWalls; + } + if (this.props.simulationType == 'Pulley') { + if (this.state.yPosition <= this.props.yMin + 100 || this.state.yPosition >= this.props.yMax - 100) { + collisions = true; + } + } + if (!collisions) this.update(); + + this.setDisplayValues(); + } + + // Convert from static to kinetic friction if/when weight slips on inclined plane + if (prevState.xVelocity != this.state.xVelocity) { + if (this.props.simulationType == 'Inclined Plane' && Math.abs(this.state.xVelocity) > 0.1 && this.props.simulationMode != 'Review' && !this.state.kineticFriction) { + this.setState({ kineticFriction: true }); + const normalForce: IForce = { + description: 'Normal Force', + magnitude: this.props.mass * this.props.gravity * Math.cos(Math.atan(this.props.wedgeHeight / this.props.wedgeWidth)), + directionInDegrees: 180 - 90 - (Math.atan(this.props.wedgeHeight / this.props.wedgeWidth) * 180) / Math.PI, + }; + const frictionForce: IForce = { + description: 'Kinetic Friction Force', + magnitude: this.props.mass * this.props.coefficientOfKineticFriction * this.props.gravity * Math.cos(Math.atan(this.props.wedgeHeight / this.props.wedgeWidth)), + directionInDegrees: 180 - (Math.atan(this.props.wedgeHeight / this.props.wedgeWidth) * 180) / Math.PI, + }; + // reduce magnitude of friction force if necessary such that block cannot slide up plane + // prettier-ignore + const yForce = - this.props.gravity + + normalForce.magnitude * Math.sin((normalForce.directionInDegrees * Math.PI) / 180) + + frictionForce.magnitude * Math.sin((frictionForce.directionInDegrees * Math.PI) / 180); + if (yForce > 0) { + frictionForce.magnitude = (-normalForce.magnitude * Math.sin((normalForce.directionInDegrees * Math.PI) / 180) + this.props.gravity) / Math.sin((frictionForce.directionInDegrees * Math.PI) / 180); + } + + const normalForceComponent: IForce = { + description: 'Normal Force', + magnitude: this.props.mass * this.props.gravity * Math.cos(Math.atan(this.props.wedgeHeight / this.props.wedgeWidth)), + directionInDegrees: 180 - 90 - (Math.atan(this.props.wedgeHeight / this.props.wedgeWidth) * 180) / Math.PI, + }; + const gravityParallel: IForce = { + description: 'Gravity Parallel Component', + magnitude: this.props.mass * this.props.gravity * Math.sin(Math.PI / 2 - Math.atan(this.props.wedgeHeight / this.props.wedgeWidth)), + directionInDegrees: 180 - 90 - (Math.atan(this.props.wedgeHeight / this.props.wedgeWidth) * 180) / Math.PI + 180, + }; + const gravityPerpendicular: IForce = { + description: 'Gravity Perpendicular Component', + magnitude: this.props.mass * this.props.gravity * Math.cos(Math.PI / 2 - Math.atan(this.props.wedgeHeight / this.props.wedgeWidth)), + directionInDegrees: 360 - (Math.atan(this.props.wedgeHeight / this.props.wedgeWidth) * 180) / Math.PI, + }; + const kineticFriction = this.props.coefficientOfKineticFriction != 0 ? [frictionForce] : []; + this.props.setForcesUpdated([this.gravityForce(), normalForce, ...kineticFriction]); + this.props.setComponentForces([normalForceComponent, gravityParallel, gravityPerpendicular, ...kineticFriction]); + } + } + + // Update x position when start pos x changes + if (prevProps.startPosX != this.props.startPosX) { + if (this.props.paused && !isNaN(this.props.startPosX)) { + this.setState({ xPosition: this.props.startPosX, updatedStartPosX: this.props.startPosX }); + this.props.setPosition(this.props.startPosX, undefined); + } + } + + // Update y position when start pos y changes TODO debug + if (prevProps.startPosY != this.props.startPosY) { + if (this.props.paused && !isNaN(this.props.startPosY)) { + this.setState({ yPosition: this.props.startPosY, updatedStartPosY: this.props.startPosY ?? 0 }); + this.props.setPosition(undefined, this.getDisplayYPos(this.props.startPosY)); + } + } + + // Update wedge coordinates + if (!this.state.coordinates || this.props.yMax !== prevProps.yMax || prevProps.wedgeWidth != this.props.wedgeWidth || prevProps.wedgeHeight != this.props.wedgeHeight) { + const left = this.props.xMax * 0.25; + const coordinatePair1 = Math.round(left) + ',' + this.props.yMax + ' '; + const coordinatePair2 = Math.round(left + this.props.wedgeWidth) + ',' + this.props.yMax + ' '; + const coordinatePair3 = Math.round(left) + ',' + (this.props.yMax - this.props.wedgeHeight); + this.setState({ coordinates: coordinatePair1 + coordinatePair2 + coordinatePair3 }); + } + + if (this.state.xPosition != prevState.xPosition || this.state.yPosition != prevState.yPosition) { + this.weightStyle = { + alignItems: 'center', + backgroundColor: this.props.color, + borderColor: 'black', + borderRadius: 50 + '%', + borderStyle: 'solid', + display: 'flex', + height: 2 * this.props.radius + 'px', + justifyContent: 'center', + left: this.state.xPosition + 'px', + position: 'absolute' as 'absolute', + top: this.state.yPosition + 'px', + touchAction: 'none', + width: 2 * this.props.radius + 'px', + zIndex: 5, + }; + } + } + + // Reset simulation on reset button click + resetEverything = () => { + this.setState({ + kineticFriction: false, + xPosition: this.state.updatedStartPosX, + yPosition: this.state.updatedStartPosY, + xVelocity: this.props.startVelX, + yVelocity: this.props.startVelY, + angleLabel: Math.round(this.props.pendulumAngle * 100) / 100, + }); + this.props.setPendulumAngle(this.props.startPendulumAngle, undefined); + this.props.setForcesUpdated(this.props.startForces()); + this.props.setPosition(this.state.updatedStartPosX, this.state.updatedStartPosY); + this.props.setVelocity(this.props.startVelX, this.props.startVelY); + this.props.setAcceleration(0, 0); + setTimeout(() => this.setState({ timer: this.state.timer + 1 })); + }; + + // Compute x acceleration from forces, F=ma + getNewAccelerationX = (forceList: IForce[]) => { + // prettier-ignore + return forceList.reduce((newXacc, force) => + newXacc + (force.magnitude * Math.cos((force.directionInDegrees * Math.PI) / 180)) / this.props.mass, 0); + }; + + // Compute y acceleration from forces, F=ma + getNewAccelerationY = (forceList: IForce[]) => { + // prettier-ignore + return forceList.reduce((newYacc, force) => + newYacc + (-1 * (force.magnitude * Math.sin((force.directionInDegrees * Math.PI) / 180))) / this.props.mass, 0); + }; + + // Compute uniform circular motion forces given x, y positions + getNewCircularMotionForces = (xPos: number, yPos: number): IForce[] => { + const deltaX = (this.props.xMin + this.props.xMax) / 2 - (xPos + this.props.radius); + const deltaY = yPos + this.props.radius - (this.props.yMin + this.props.yMax) / 2; + return [ + { + description: 'Centripetal Force', + magnitude: (this.props.startVelX ** 2 * this.props.mass) / this.props.circularMotionRadius, + directionInDegrees: (Math.atan2(deltaY, deltaX) * 180) / Math.PI, + }, + ]; + }; + + // Compute spring forces given y position + getNewSpringForces = (yPos: number): IForce[] => { + const yPosPlus = yPos - this.props.springRestLength > 0; + const yPosMinus = yPos - this.props.springRestLength < 0; + return [ + this.gravityForce(), + { + description: 'Spring Force', + magnitude: this.props.springConstant * (yPos - this.props.springRestLength) * (yPosPlus ? 1 : yPosMinus ? -1 : 0), + directionInDegrees: yPosPlus ? 90 : 270, + }, + ]; + }; + + // Compute pendulum forces given position, velocity + getNewPendulumForces = (xPos: number, yPos: number, xVel: number, yVel: number): IForce[] => { + const x = this.props.xMax / 2 - xPos - this.props.radius; + const y = yPos + this.props.radius + 5; + const angle = (ang => (ang < 0 ? ang + 180 : ang))((Math.atan(y / x) * 180) / Math.PI); + + let oppositeAngle = 90 - angle; + if (oppositeAngle < 0) { + oppositeAngle = 90 - (180 - angle); + } + + const pendulumLength = Math.sqrt(x * x + y * y); + this.props.setPendulumAngle(oppositeAngle, undefined); + + const mag = this.props.mass * this.props.gravity * Math.cos((oppositeAngle * Math.PI) / 180) + (this.props.mass * (xVel * xVel + yVel * yVel)) / pendulumLength; + + return [ + this.gravityForce(), + { + description: 'Tension', + magnitude: mag, + directionInDegrees: angle, + }, + ]; + }; + + // Check for collisions in x direction + checkForCollisionsWithWall = () => { + let collision = false; + if (this.state.xVelocity !== 0) { + this.walls + .filter(wall => wall.angleInDegrees === 90) + .forEach(wall => { + const wallX = (wall.xPos / 100) * this.props.panelWidth(); + const minX = this.state.xPosition < wallX && wall.xPos < 0.35; + const maxX = this.state.xPosition + 2 * this.props.radius >= wallX && wall.xPos > 0.35; + if (minX || maxX) { + this.setState({ + xPosition: minX ? wallX + 0.01 : wallX - 2 * this.props.radius - 0.01, + xVelocity: this.props.elasticCollisions ? -this.state.xVelocity : 0, + }); + collision = true; + } + }); + } + return collision; + }; + + // Check for collisions in y direction + checkForCollisionsWithGround = () => { + let collision = false; + const minY = this.state.yPosition; + const maxY = this.state.yPosition + 2 * this.props.radius; + if (this.state.yVelocity > 0) { + this.walls.forEach(wall => { + if (wall.angleInDegrees == 0 && wall.yPos > 0.4) { + const groundY = (wall.yPos / 100) * this.props.panelHeight(); + const gravity = this.gravityForce(); + if (maxY > groundY) { + this.setState({ yPosition: groundY - 2 * this.props.radius - 0.01 }); + if (this.props.elasticCollisions) { + this.setState({ yVelocity: -this.state.yVelocity }); + } else { + this.setState({ yVelocity: 0 }); + const normalForce: IForce = { + description: 'Normal force', + magnitude: gravity.magnitude, + directionInDegrees: -gravity.directionInDegrees, + }; + this.props.setForcesUpdated([gravity, normalForce]); + if (this.props.simulationType === 'Inclined Plane') { + this.props.setComponentForces([gravity, normalForce]); + } + } + collision = true; + } + } + }); + } + if (this.state.yVelocity < 0) { + this.walls.forEach(wall => { + if (wall.angleInDegrees == 0 && wall.yPos < 0.4) { + const groundY = (wall.yPos / 100) * this.props.panelHeight(); + if (minY < groundY) { + this.setState({ + yPosition: groundY + 0.01, + yVelocity: this.props.elasticCollisions ? -this.state.yVelocity : 0, + }); + collision = true; + } + } + }); + } + return collision; + }; + + // Called at each RK4 step + evaluate = (currentXPos: number, currentYPos: number, currentXVel: number, currentYVel: number, currdeltaXPos: number, currdeltaYPos: number, currdeltaXVel: number, currdeltaYVel: number, dt: number) => { + const xPos = currentXPos + currdeltaXPos * dt; + const yPos = currentYPos + currdeltaYPos * dt; + const xVel = currentXVel + currdeltaXVel * dt; + const yVel = currentYVel + currdeltaYVel * dt; + const forces = this.getForces(xPos, yPos, xVel, yVel); + return { + xPos, + yPos, + xVel, + yVel, + deltaXPos: xVel, + deltaYPos: yVel, + deltaXVel: this.getNewAccelerationX(forces), + deltaYVel: this.getNewAccelerationY(forces), + }; + }; + + getForces = (xPos: number, yPos: number, xVel: number, yVel: number) => { + // prettier-ignore + switch (this.props.simulationType) { + case 'Pendulum': return this.getNewPendulumForces(xPos, yPos, xVel, yVel); + case 'Spring' : return this.getNewSpringForces(yPos); + case 'Circular Motion': return this.getNewCircularMotionForces(xPos, yPos); + default: return this.props.forcesUpdated(); + } + }; + + // Update position, velocity using RK4 method + update = () => { + const startXVel = this.state.xVelocity; + const startYVel = this.state.yVelocity; + let xPos = this.state.xPosition; + let yPos = this.state.yPosition; + let xVel = this.state.xVelocity; + let yVel = this.state.yVelocity; + const forces = this.getForces(xPos, yPos, xVel, yVel); + const xAcc = this.getNewAccelerationX(forces); + const yAcc = this.getNewAccelerationY(forces); + const coeff = (this.props.timestepSize * 1.0) / 6.0; + for (let i = 0; i < this.props.simulationSpeed; i++) { + const k1 = this.evaluate(xPos, yPos, xVel, yVel, xVel, yVel, xAcc, yAcc, 0); + const k2 = this.evaluate(xPos, yPos, xVel, yVel, k1.deltaXPos, k1.deltaYPos, k1.deltaXVel, k1.deltaYVel, this.props.timestepSize * 0.5); + const k3 = this.evaluate(xPos, yPos, xVel, yVel, k2.deltaXPos, k2.deltaYPos, k2.deltaXVel, k2.deltaYVel, this.props.timestepSize * 0.5); + const k4 = this.evaluate(xPos, yPos, xVel, yVel, k3.deltaXPos, k3.deltaYPos, k3.deltaXVel, k3.deltaYVel, this.props.timestepSize); + + xVel += coeff * (k1.deltaXVel + 2 * (k2.deltaXVel + k3.deltaXVel) + k4.deltaXVel); + yVel += coeff * (k1.deltaYVel + 2 * (k2.deltaYVel + k3.deltaYVel) + k4.deltaYVel); + xPos += coeff * (k1.deltaXPos + 2 * (k2.deltaXPos + k3.deltaXPos) + k4.deltaXPos); + yPos += coeff * (k1.deltaYPos + 2 * (k2.deltaYPos + k3.deltaYPos) + k4.deltaYPos); + } + // make sure harmonic motion maintained and errors don't propagate + switch (this.props.simulationType) { + case 'Spring': + const equilibriumPos = this.props.springRestLength + (this.props.mass * this.props.gravity) / this.props.springConstant; + const amplitude = Math.abs(equilibriumPos - this.props.springStartLength); + if (startYVel < 0 && yVel > 0 && yPos < this.props.springRestLength) { + yPos = equilibriumPos - amplitude; + } else if (startYVel > 0 && yVel < 0 && yPos > this.props.springRestLength) { + yPos = equilibriumPos + amplitude; + } + break; + case 'Pendulum': + const startX = this.state.updatedStartPosX; + if (startXVel <= 0 && xVel > 0) { + xPos = this.state.updatedStartPosX; + if (this.state.updatedStartPosX > this.props.xMax / 2) { + xPos = this.props.xMax / 2 + (this.props.xMax / 2 - startX) - 2 * this.props.radius; + } + yPos = this.props.startPosY; + } else if (startXVel >= 0 && xVel < 0) { + xPos = this.state.updatedStartPosX; + if (this.state.updatedStartPosX < this.props.xMax / 2) { + xPos = this.props.xMax / 2 + (this.props.xMax / 2 - startX) - 2 * this.props.radius; + } + yPos = this.props.startPosY; + } + break; + case 'One Weight': + if (yPos < this.state.maxPosYConservation) { + yPos = this.state.maxPosYConservation; + } + } + this.setState({ xVelocity: xVel, yVelocity: yVel, xPosition: xPos, yPosition: yPos }); + + const forcesn = this.getForces(xPos, yPos, xVel, yVel); + this.props.setForcesUpdated(forcesn); + + // set component forces if they change + if (this.props.simulationType == 'Pendulum') { + const x = this.props.xMax / 2 - xPos - this.props.radius; + const y = yPos + this.props.radius + 5; + let angle = (Math.atan(y / x) * 180) / Math.PI; + if (angle < 0) { + angle += 180; + } + let oppositeAngle = 90 - angle; + if (oppositeAngle < 0) { + oppositeAngle = 90 - (180 - angle); + } + + const pendulumLength = Math.sqrt(x * x + y * y); + + const tensionComponent: IForce = { + description: 'Tension', + magnitude: this.props.mass * this.props.gravity * Math.cos((oppositeAngle * Math.PI) / 180) + (this.props.mass * (xVel * xVel + yVel * yVel)) / pendulumLength, + directionInDegrees: angle, + }; + const gravityParallel: IForce = { + description: 'Gravity Parallel Component', + magnitude: this.props.gravity * Math.cos(((90 - angle) * Math.PI) / 180), + directionInDegrees: 270 - (90 - angle), + }; + const gravityPerpendicular: IForce = { + description: 'Gravity Perpendicular Component', + magnitude: this.props.gravity * Math.sin(((90 - angle) * Math.PI) / 180), + directionInDegrees: -(90 - angle), + }; + if (this.props.gravity * Math.sin(((90 - angle) * Math.PI) / 180) < 0) { + gravityPerpendicular.magnitude = Math.abs(this.props.gravity * Math.sin(((90 - angle) * Math.PI) / 180)); + gravityPerpendicular.directionInDegrees = 180 - (90 - angle); + } + this.props.setComponentForces([tensionComponent, gravityParallel, gravityPerpendicular]); + } + }; + + renderForce = (force: IForce, index: number, asComponent: boolean, color = '#0d0d0d') => { + if (force.magnitude < this.epsilon) return; + + const angle = (force.directionInDegrees * Math.PI) / 180; + const arrowStartY = this.state.yPosition + this.props.radius - this.props.radius * Math.sin(angle); + const arrowStartX = this.state.xPosition + this.props.radius + this.props.radius * Math.cos(angle); + const arrowEndY = arrowStartY - Math.abs(force.magnitude) * Math.sin(angle) - this.props.radius * Math.sin(angle); + const arrowEndX = arrowStartX + Math.abs(force.magnitude) * Math.cos(angle) + this.props.radius * Math.cos(angle); + + let labelTop = arrowEndY + (force.directionInDegrees >= 0 && force.directionInDegrees < 180 ? 40 : -40); + let labelLeft = arrowEndX + (force.directionInDegrees > 90 && force.directionInDegrees < 270 ? -120 : 30); + + labelTop = Math.max(Math.min(labelTop, this.props.yMax + 50), this.props.yMin); + labelLeft = Math.max(Math.min(labelLeft, this.props.xMax - 60), this.props.xMin); + + return ( + <div key={index} style={{ zIndex: 6, position: 'absolute' }}> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: this.props.xMin, + top: this.props.yMin, + }}> + <svg width={this.props.xMax - this.props.xMin + 'px'} height={this.panelHeight}> + <defs> + <marker id="forceArrow" markerWidth="4" markerHeight="4" refX="0" refY="2" orient="auto" markerUnits="strokeWidth"> + <path d="M0,0 L0,4 L4,2 z" fill={color} /> + </marker> + </defs> + <line strokeDasharray={asComponent ? '10,10' : undefined} x1={arrowStartX} y1={arrowStartY} x2={arrowEndX} y2={arrowEndY} stroke={color} strokeWidth="5" markerEnd="url(#forceArrow)" /> + </svg> + </div> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: labelLeft + 'px', + top: labelTop + 'px', + lineHeight: 1, + backgroundColor: this.labelBackgroundColor, + }}> + <p>{force.description || 'Force'}</p> + {this.props.showForceMagnitudes && <p>{Math.round(100 * force.magnitude) / 100} N</p>} + </div> + </div> + ); + }; + + renderVector = (id: string, magX: number, magY: number, color: string, label: string) => { + const mag = Math.sqrt(magX * magX + magY * magY); + return ( + <div className="showvecs" style={{ zIndex: 6 }}> + <svg width={this.panelWidth} height={this.panelHeight}> + <defs> + <marker id={id} markerWidth="10" markerHeight="10" refX="0" refY="3" orient="auto" markerUnits="strokeWidth"> + <path d="M0,0 L0,6 L9,3 z" fill={color} /> + </marker> + </defs> + <line + x1={this.state.xPosition + this.props.radius + (magX / mag) * this.props.radius} + y1={this.state.yPosition + this.props.radius + (magY / mag) * this.props.radius} + x2={this.state.xPosition + this.props.radius + (magX / mag) * this.props.radius + magX} + y2={this.state.yPosition + this.props.radius + (magY / mag) * this.props.radius + magY} + stroke={color} + strokeWidth="5" + markerEnd={`url(#${id})`} + /> + </svg> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: this.state.xPosition + this.props.radius + 2 * (magX / mag) * this.props.radius + magX + 'px', + top: this.state.yPosition + this.props.radius + 2 * (magY / mag) * this.props.radius + magY + 'px', + lineHeight: 1, + }}> + <p style={{ background: 'white' }}>{label}</p> + </div> + </div> + ); + }; + + // Render weight, spring, rod(s), vectors + render() { + return ( + <div> + <div + className="weightContainer" + onPointerDown={e => { + if (this.draggable) { + this.props.pause(); + this.setState({ + dragging: true, + clickPositionX: e.clientX, + clickPositionY: e.clientY, + }); + } + }} + onPointerMove={e => { + if (this.state.dragging) { + let newY = this.state.yPosition + e.clientY - this.state.clickPositionY; + if (newY > this.props.yMax - 2 * this.props.radius - 10) { + newY = this.props.yMax - 2 * this.props.radius - 10; + } else if (newY < 10) { + newY = 10; + } + + let newX = this.state.xPosition + e.clientX - this.state.clickPositionX; + if (newX > this.props.xMax - 2 * this.props.radius - 10) { + newX = this.props.xMax - 2 * this.props.radius - 10; + } else if (newX < 10) { + newX = 10; + } + if (this.props.simulationType == 'Suspension') { + if (newX < (this.props.xMax + this.props.xMin) / 4 - this.props.radius - 15) { + newX = (this.props.xMax + this.props.xMin) / 4 - this.props.radius - 15; + } else if (newX > (3 * (this.props.xMax + this.props.xMin)) / 4 - this.props.radius / 2 - 15) { + newX = (3 * (this.props.xMax + this.props.xMin)) / 4 - this.props.radius / 2 - 15; + } + } + + this.setState({ yPosition: newY }); + this.props.setPosition(undefined, Math.round((this.props.yMax - 2 * this.props.radius - newY + 5) * 100) / 100); + if (this.props.simulationType != 'Pulley') { + this.setState({ xPosition: newX }); + this.props.setPosition(newX, undefined); + } + if (this.props.simulationType != 'Suspension') { + if (this.props.simulationType != 'Pulley') { + this.setState({ updatedStartPosX: newX }); + } + this.setState({ updatedStartPosY: newY }); + } + this.setState({ + clickPositionX: e.clientX, + clickPositionY: e.clientY, + }); + this.setDisplayValues(); + } + }} + onPointerUp={e => { + if (this.state.dragging) { + if (this.props.simulationType != 'Pendulum' && this.props.simulationType != 'Suspension') { + this.resetEverything(); + } + this.setState({ dragging: false }); + let newY = this.state.yPosition + e.clientY - this.state.clickPositionY; + if (newY > this.props.yMax - 2 * this.props.radius - 10) { + newY = this.props.yMax - 2 * this.props.radius - 10; + } else if (newY < 10) { + newY = 10; + } + + let newX = this.state.xPosition + e.clientX - this.state.clickPositionX; + if (newX > this.props.xMax - 2 * this.props.radius - 10) { + newX = this.props.xMax - 2 * this.props.radius - 10; + } else if (newX < 10) { + newX = 10; + } + if (this.props.simulationType == 'Spring') { + this.props.setSpringLength(newY); + } + if (this.props.simulationType == 'Suspension') { + const x1rod = (this.props.xMax + this.props.xMin) / 2 - this.props.radius - this.props.yMin - 200; + const x2rod = (this.props.xMax + this.props.xMin) / 2 + this.props.yMin + 200 + this.props.radius; + const deltaX1 = this.state.xPosition + this.props.radius - x1rod; + const deltaX2 = x2rod - (this.state.xPosition + this.props.radius); + const deltaY = this.state.yPosition + this.props.radius; + const dir1T = Math.PI - Math.atan(deltaY / deltaX1); + const dir2T = Math.atan(deltaY / deltaX2); + const tensionMag2 = (this.props.mass * this.props.gravity) / ((-Math.cos(dir2T) / Math.cos(dir1T)) * Math.sin(dir1T) + Math.sin(dir2T)); + const tensionMag1 = (-tensionMag2 * Math.cos(dir2T)) / Math.cos(dir1T); + const tensionForce1: IForce = { + description: 'Tension', + magnitude: tensionMag1, + directionInDegrees: (dir1T * 180) / Math.PI, + }; + const tensionForce2: IForce = { + description: 'Tension', + magnitude: tensionMag2, + directionInDegrees: (dir2T * 180) / Math.PI, + }; + this.props.setForcesUpdated([tensionForce1, tensionForce2, this.gravityForce()]); + } + } + }}> + <div className="weight" style={this.weightStyle}> + <p className="weightLabel">{this.props.mass} kg</p> + </div> + </div> + {this.props.simulationType == 'Spring' && ( + <div className="spring"> + <svg width={this.panelWidth} height={this.panelHeight}> + {[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10].map(val => { + const count = 10; + const xPos1 = this.state.xPosition + this.props.radius + (val % 2 === 0 ? -20 : 20); + const xPos2 = this.state.xPosition + this.props.radius + (val === 10 ? 0 : val % 2 === 0 ? 20 : -20); + const yPos1 = (val * this.state.yPosition) / count; + const yPos2 = val === 10 ? this.state.yPosition + this.props.radius : ((val + 1) * this.state.yPosition) / count; + return <line key={val} x1={xPos1} strokeLinecap="round" y1={yPos1} x2={xPos2} y2={yPos2} stroke={'#808080'} strokeWidth="10" />; + })} + </svg> + </div> + )} + + {this.props.simulationType == 'Pulley' && ( + <div className="rod"> + <svg width={this.panelWidth} height={this.panelHeight}> + <line // + x1={this.state.xPosition + this.props.radius} + y1={this.state.yPosition + this.props.radius} + x2={this.state.xPosition + this.props.radius} + y2={this.props.yMin} + stroke={'#deb887'} + strokeWidth="10" + /> + </svg> + </div> + )} + {this.props.simulationType == 'Pulley' && ( + <div className="wheel"> + <svg width={this.panelWidth} height={this.panelHeight}> + <circle cx={(this.props.xMax + this.props.xMin) / 2} cy={this.props.radius} r={this.props.radius * 1.5} fill={'#808080'} /> + </svg> + </div> + )} + {this.props.simulationType == 'Suspension' && ( + <div className="rod"> + <svg width={this.panelWidth} height={this.panelHeight}> + <line + x1={this.state.xPosition + this.props.radius} + y1={this.state.yPosition + this.props.radius} + x2={(this.props.xMax + this.props.xMin) / 2 - this.props.radius - this.props.yMin - 200} + y2={this.props.yMin} + stroke={'#deb887'} + strokeWidth="10" + /> + </svg> + <p + style={{ + position: 'absolute', + left: (this.props.xMax + this.props.xMin) / 2 - this.props.radius - this.props.yMin - 200 + 80 + 'px', + top: 10 + 'px', + backgroundColor: this.labelBackgroundColor, + }}> + {Math.round( + ((Math.atan((this.state.yPosition + this.props.radius) / (this.state.xPosition + this.props.radius - ((this.props.xMax + this.props.xMin) / 2 - this.props.radius - this.props.yMin - 200))) * 180) / Math.PI) * 100 + ) / 100} + ° + </p> + <div className="rod"> + <svg width={this.props.panelWidth() + 'px'} height={this.panelHeight}> + <line + x1={this.state.xPosition + this.props.radius} + y1={this.state.yPosition + this.props.radius} + x2={(this.props.xMax + this.props.xMin) / 2 + this.props.yMin + 200 + this.props.radius} + y2={this.props.yMin} + stroke={'#deb887'} + strokeWidth="10" + /> + </svg> + </div> + <p + style={{ + position: 'absolute', + left: (this.props.xMax + this.props.xMin) / 2 + this.props.yMin + 200 + this.props.radius - 80 + 'px', + top: 10 + 'px', + backgroundColor: this.labelBackgroundColor, + }}> + {Math.round( + ((Math.atan((this.state.yPosition + this.props.radius) / ((this.props.xMax + this.props.xMin) / 2 + this.props.yMin + 200 + this.props.radius - (this.state.xPosition + this.props.radius))) * 180) / Math.PI) * 100 + ) / 100} + ° + </p> + </div> + )} + {this.props.simulationType == 'Circular Motion' && ( + <div className="rod"> + <svg width={this.panelWidth} height={this.panelHeight}> + <line + x1={this.state.xPosition + this.props.radius} + y1={this.state.yPosition + this.props.radius} + x2={(this.props.xMin + this.props.xMax) / 2} + y2={(this.props.yMin + this.props.yMax) / 2} + stroke={'#deb887'} + strokeWidth="10" + /> + </svg> + </div> + )} + {this.props.simulationType == 'Pendulum' && ( + <div className="rod"> + <svg width={this.panelWidth} height={this.panelHeight}> + <line x1={this.state.xPosition + this.props.radius} y1={this.state.yPosition + this.props.radius} x2={this.props.xMax / 2} y2={-5} stroke={'#deb887'} strokeWidth="10" /> + </svg> + {!this.state.dragging && ( + <div> + <p + style={{ + position: 'absolute', + zIndex: 5, + left: this.state.xPosition + 'px', + top: this.state.yPosition - 70 + 'px', + backgroundColor: this.labelBackgroundColor, + }}> + {Math.round(this.props.pendulumLength)} m + </p> + <p + style={{ + position: 'absolute', + left: this.props.xMax / 2 + 'px', + top: 30 + 'px', + backgroundColor: this.labelBackgroundColor, + }}> + {Math.round(this.props.pendulumAngle * 100) / 100}° + </p> + </div> + )} + </div> + )} + {this.props.simulationType == 'Inclined Plane' && ( + <div> + <div className="wedge"> + <svg width={this.panelWidth} height={this.props.yMax + 'px'}> + <polygon points={this.state.coordinates} style={{ fill: 'burlywood' }} /> + </svg> + </div> + <p + style={{ + position: 'absolute', + left: Math.round(this.props.xMax * 0.25 + this.props.wedgeWidth / 3) + 'px', + top: Math.round(this.props.yMax - 40) + 'px', + }}> + {Math.round(((Math.atan(this.props.wedgeHeight / this.props.wedgeWidth) * 180) / Math.PI) * 100) / 100}° + </p> + </div> + )} + {!this.state.dragging && + this.props.showAcceleration && + this.renderVector( + 'accArrow', + this.getNewAccelerationX(this.props.forcesUpdated()), + this.getNewAccelerationY(this.props.forcesUpdated()), + 'green', + `${Math.round(100 * Math.sqrt(this.state.xAccel * this.state.xAccel + this.state.yAccel * this.state.yAccel)) / 100} m/s^2` + )} + {!this.state.dragging && + this.props.showVelocity && + this.renderVector( + 'velArrow', + this.state.xVelocity, + this.state.yVelocity, + 'blue', + `${Math.round(100 * Math.sqrt(this.props.displayXVelocity * this.props.displayXVelocity + this.props.displayYVelocity * this.props.displayYVelocity)) / 100} m/s` + )} + {!this.state.dragging && this.props.showComponentForces && this.props.componentForces().map((force, index) => this.renderForce(force, index, true))} + {!this.state.dragging && this.props.showForces && this.props.forcesUpdated().map((force, index) => this.renderForce(force, index, false))} + </div> + ); + } +} |