diff options
Diffstat (limited to 'src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx')
-rw-r--r-- | src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx | 2840 |
1 files changed, 1259 insertions, 1581 deletions
diff --git a/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx b/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx index 88af37791..a2883e825 100644 --- a/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx +++ b/src/client/views/nodes/PhysicsBox/PhysicsSimulationWeight.tsx @@ -1,1674 +1,1352 @@ -import { Doc } from '../../../../fields/Doc'; +import { Doc, HeightSym, WidthSym } from '../../../../fields/Doc'; import React = require('react'); -import "./PhysicsSimulationBox.scss"; +import './PhysicsSimulationBox.scss'; +import { NumCast } from '../../../../fields/Types'; interface IWallProps { - length: number; - xPos: number; - yPos: number; - angleInDegrees: number; + length: number; + xPos: number; + yPos: number; + angleInDegrees: number; } interface IForce { - description: string; - magnitude: number; - directionInDegrees: number; - component: boolean; + description: string; + magnitude: number; + directionInDegrees: number; + component: boolean; } export interface IWeightProps { - dataDoc: Doc; - layoutDoc: Doc; - adjustPendulumAngle: { angle: number; length: number }; - circularMotionRadius: number; - coefficientOfKineticFriction: number; - color: string; - componentForces: IForce[]; - displayXVelocity: number; - displayYVelocity: number; - elasticCollisions: boolean; - gravity: number; - mass: number; - mode: string; - noMovement: boolean; - paused: boolean; - pendulumAngle: number; - pendulumLength: number; - radius: number; - reset: boolean; - showAcceleration: boolean; - showComponentForces: boolean; - showForceMagnitudes: boolean; - showForces: boolean; - showVelocity: boolean; - simulationSpeed: number; - simulationType: string; - springConstant: number; - springRestLength: number; - springStartLength: number; - startForces: IForce[]; - startPendulumAngle: number; - startPosX: number; - startPosY: number; - startVelX: number; - startVelY: number; - timestepSize: number; - updateDisplay: { xDisplay: number; yDisplay: number }; - updatedForces: IForce[]; - wallPositions: IWallProps[]; - wedgeHeight: number; - wedgeWidth: number; - xMax: number; - xMin: number; - yMax: number; - yMin: number; + dataDoc: Doc; + layoutDoc: Doc; + adjustPendulumAngle: number; + adjustPendulumLength: number; + circularMotionRadius: number; + coefficientOfKineticFriction: number; + color: string; + componentForces: IForce[]; + displayXVelocity: number; + displayYVelocity: number; + elasticCollisions: boolean; + gravity: number; + mass: number; + mode: string; + noMovement: boolean; + paused: boolean; + pendulumAngle: number; + pendulumLength: number; + radius: number; + reset: boolean; + showAcceleration: boolean; + showComponentForces: boolean; + showForceMagnitudes: boolean; + showForces: boolean; + showVelocity: boolean; + simulationSpeed: number; + simulationType: string; + springConstant: number; + springRestLength: number; + springStartLength: number; + startForces: IForce[]; + startPendulumAngle: number; + startPosX: number; + startPosY: number; + startVelX: number; + startVelY: number; + timestepSize: number; + updateXDisplay: number; + updateYDisplay: number; + updatedForces: IForce[]; + 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, - walls: IWallProps[], - xPosition: any, - xVelocity: number, - yPosition: any, - yVelocity: number, - xAccel: number, - yAccel: number, + angleLabel: number; + clickPositionX: number; + clickPositionY: number; + coordinates: string; + dragging: boolean; + kineticFriction: boolean; + maxPosYConservation: number; + timer: number; + updatedStartPosX: any; + updatedStartPosY: any; + walls: IWallProps[]; + xPosition: any; + xVelocity: number; + yPosition: any; + yVelocity: number; + xAccel: number; + yAccel: number; } 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 ?? 0, - updatedStartPosY: this.props.startPosY ?? 0, - walls: [], - xPosition: this.props.startPosX ?? 0, - xVelocity: this.props.startVelX ? this.props.startVelX: 0, - yPosition: this.props.startPosY ?? 0, - yVelocity: this.props.startVelY ? this.props.startVelY: 0, - xAccel: 0, - yAccel: 0, + 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 ?? 0, + updatedStartPosY: this.props.startPosY ?? 0, + walls: [], + xPosition: this.props.startPosX ?? 0, + xVelocity: this.props.startVelX ? this.props.startVelX : 0, + yPosition: this.props.startPosY ?? 0, + yVelocity: this.props.startVelY ? this.props.startVelY : 0, + xAccel: 0, + yAccel: 0, + }; } - } - - componentDidMount() { - // Timer for animating the simulation - setInterval(() => { - this.setState({timer: this.state.timer + 1}); - }, 50); - } - - // Constants - draggable = - this.props.dataDoc['simulationType'] != "Inclined Plane" && - this.props.dataDoc['simulationType'] != "Pendulum" && - this.props.dataDoc['mode'] == "Freeform"; - 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) => { - return this.props.yMax - yPos - 2 * this.props.radius + 5; - }; - getYPosFromDisplay = (yDisplay: number) => { - return this.props.yMax - yDisplay - 2 * this.props.radius + 5; - }; - // Set display values based on real values - setYPosDisplay = (yPos: number) => { - const displayPos = this.getDisplayYPos(yPos); - if (this.props.color == 'red') { - this.props.dataDoc['positionYDisplay'] = Math.round(displayPos * 100) / 100 - } else { - this.props.dataDoc['positionYDisplay2'] = Math.round(displayPos * 100) / 100 + componentDidMount() { + // Timer for animating the simulation + setInterval(() => { + this.setState({ timer: this.state.timer + 1 }); + }, 50); } - }; - setXPosDisplay = (xPos: number) => { - if (this.props.color == 'red') { - this.props.dataDoc['positionXDisplay'] = Math.round(xPos * 100) / 100; - } else { - this.props.dataDoc['positionXDisplay2'] = Math.round(xPos * 100) / 100;} - }; - setYVelDisplay = (yVel: number) => { - if (this.props.color == 'red') { - this.props.dataDoc['velocityYDisplay'] = (-1 * Math.round(yVel * 100)) / 100; - } else { - this.props.dataDoc['velocityYDisplay2'] = (-1 * Math.round(yVel * 100)) / 100;} - }; - setXVelDisplay = (xVel: number) => { - if (this.props.color == 'red') { - this.props.dataDoc['velocityXDisplay'] = Math.round(xVel * 100) / 100; - } else { - this.props.dataDoc['velocityXDisplay2'] = Math.round(xVel * 100) / 100;} - }; - // 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.setYPosDisplay(yPos); - this.setXPosDisplay(xPos); - this.setYVelDisplay(yVel); - this.setXVelDisplay(xVel); - if (this.props.color == 'red') { - this.props.dataDoc['accelerationYDisplay'] = - (-1 * Math.round(this.getNewAccelerationY(this.props.updatedForces) * 100)) / 100 - ; - this.props.dataDoc['accelerationXDisplay'] = - Math.round(this.getNewAccelerationX(this.props.updatedForces) * 100) / 100 - ; - } else { - this.props.dataDoc['accelerationYDisplay2'] = - (-1 * Math.round(this.getNewAccelerationY(this.props.updatedForces) * 100)) / 100 - ; - this.props.dataDoc['accelerationXDisplay2'] = - Math.round(this.getNewAccelerationX(this.props.updatedForces) * 100) / 100 - ;} + // Constants + draggable = this.props.dataDoc.simulation_Type != 'Inclined Plane' && this.props.dataDoc.simulation_Type != 'Pendulum' && this.props.dataDoc.mode == 'Freeform'; + epsilon = 0.0001; + labelBackgroundColor = `rgba(255,255,255,0.5)`; - this.setState({xAccel : (Math.round(this.getNewAccelerationX(this.props.updatedForces) * 100) / 100)}) - this.setState({yAccel : - (-1 * Math.round(this.getNewAccelerationY(this.props.updatedForces) * 100)) / 100 - }); - }; + // 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, + }; - componentDidUpdate(prevProps: Readonly<IWeightProps>, prevState: Readonly<IState>, snapshot?: any): void { - // Change pendulum angle from input field - if (prevProps.adjustPendulumAngle != this.props.adjustPendulumAngle) { - let length = this.props.adjustPendulumAngle.length; - const x = - length * Math.cos(((90 - this.props.adjustPendulumAngle.angle) * Math.PI) / 180); - const y = - length * Math.sin(((90 - this.props.adjustPendulumAngle.angle) * Math.PI) / 180); - const xPos = this.props.xMax / 2 - x - this.props.radius; - const yPos = y - this.props.radius - 5; - this.setState({xPosition: xPos}) - this.setState({yPosition: yPos}) - this.setState({updatedStartPosX: xPos}) - this.setState({updatedStartPosY: yPos}) - this.props.dataDoc['pendulumAngle'] = this.props.adjustPendulumAngle.angle - this.props.dataDoc['pendulumLength'] = this.props.adjustPendulumAngle.length - } + // Helper function to go between display and real values + getDisplayYPos = (yPos: number) => { + return this.props.yMax - yPos - 2 * this.props.radius + 5; + }; + getYPosFromDisplay = (yDisplay: number) => { + return this.props.yMax - yDisplay - 2 * this.props.radius + 5; + }; - // When display values updated by user, update real values - if (prevProps.updateDisplay != this.props.updateDisplay) { - if (this.props.updateDisplay.xDisplay != this.state.xPosition) { - let x = this.props.updateDisplay.xDisplay; - x = Math.max(0, x); - x = Math.min(x, this.props.xMax - 2 * this.props.radius); - this.setState({updatedStartPosX: x}) - this.setState({xPosition: x}) + // Set display values based on real values + setYPosDisplay = (yPos: number) => { + const displayPos = this.getDisplayYPos(yPos); if (this.props.color == 'red') { - this.props.dataDoc['positionXDisplay'] = x + this.props.dataDoc.position_YDisplay = Math.round(displayPos * 100) / 100; } else { - this.props.dataDoc['positionXDisplay2'] = x + this.props.dataDoc.position_YDisplay2 = Math.round(displayPos * 100) / 100; } - } - - if (this.props.updateDisplay.yDisplay != this.getDisplayYPos(this.state.yPosition)) { - let y = this.props.updateDisplay.yDisplay; - y = Math.max(0, y); - y = Math.min(y, this.props.yMax - 2 * this.props.radius); - let coordinatePosition = this.getYPosFromDisplay(y); - this.setState({updatedStartPosY: coordinatePosition}) - this.setState({yPosition: coordinatePosition}) + }; + setXPosDisplay = (xPos: number) => { if (this.props.color == 'red') { - this.props.dataDoc['positionYDisplay'] = y + this.props.dataDoc.position_XDisplay = Math.round(xPos * 100) / 100; } else { - this.props.dataDoc['positionYDisplay2'] = y + this.props.dataDoc.position_XDisplay2 = Math.round(xPos * 100) / 100; } - } - - if (this.props.displayXVelocity != this.state.xVelocity) { - let x = this.props.displayXVelocity; - this.setState({xVelocity: x}) + }; + setYVelDisplay = (yVel: number) => { if (this.props.color == 'red') { - this.props.dataDoc['velocityXDisplay'] = x + this.props.dataDoc.velocity_YDisplay = (-1 * Math.round(yVel * 100)) / 100; } else { - this.props.dataDoc['velocityXDisplay2'] = x + this.props.dataDoc.velocity_YDisplay2 = (-1 * Math.round(yVel * 100)) / 100; } - } - - if (this.props.displayYVelocity != -this.state.yVelocity) { - let y = this.props.displayYVelocity; - this.setState({yVelocity: -y}) + }; + setXVelDisplay = (xVel: number) => { if (this.props.color == 'red') { - this.props.dataDoc['velocityYDisplay'] = y + this.props.dataDoc.velocity_XDisplay = Math.round(xVel * 100) / 100; } else { - this.props.dataDoc['velocityYDisplay2'] = y + this.props.dataDoc.velocity_XDisplay2 = Math.round(xVel * 100) / 100; } - } - } - - // Prevent bug when switching between sims - if (prevProps.startForces != this.props.startForces) { - this.setState({xVelocity: this.props.startVelX}) - this.setState({yVelocity: this.props.startVelY}) - this.setDisplayValues(); - } + }; - // 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.dataDoc['simulationType'] == "One Weight") { - let maxYPos = this.state.updatedStartPosY; - if (this.props.startVelY != 0) { - maxYPos -= (this.props.startVelY * this.props.startVelY) / (2 * Math.abs(this.props.gravity)); + // 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.setYPosDisplay(yPos); + this.setXPosDisplay(xPos); + this.setYVelDisplay(yVel); + this.setXVelDisplay(xVel); + if (this.props.color == 'red') { + this.props.dataDoc.acceleration_YDisplay = (-1 * Math.round(this.getNewAccelerationY(this.props.updatedForces) * 100)) / 100; + this.props.dataDoc.acceleration_XDisplay = Math.round(this.getNewAccelerationX(this.props.updatedForces) * 100) / 100; + } else { + this.props.dataDoc.acceleration_YDisplay2 = (-1 * Math.round(this.getNewAccelerationY(this.props.updatedForces) * 100)) / 100; + this.props.dataDoc.acceleration_XDisplay2 = Math.round(this.getNewAccelerationX(this.props.updatedForces) * 100) / 100; } - if (maxYPos < 0) { - maxYPos = 0; + + this.setState({ xAccel: Math.round(this.getNewAccelerationX(this.props.updatedForces) * 100) / 100 }); + this.setState({ yAccel: (-1 * Math.round(this.getNewAccelerationY(this.props.updatedForces) * 100)) / 100 }); + }; + + componentDidUpdate(prevProps: Readonly<IWeightProps>, prevState: Readonly<IState>, snapshot?: any): void { + // Change pendulum angle from input field + if (prevProps.adjustPendulumAngle != this.props.adjustPendulumAngle || prevProps.adjustPendulumLength !== this.props.adjustPendulumLength) { + let length = this.props.adjustPendulumLength; + const x = length * Math.cos(((90 - this.props.adjustPendulumAngle) * Math.PI) / 180); + const y = length * Math.sin(((90 - this.props.adjustPendulumAngle) * Math.PI) / 180); + const xPos = this.props.xMax / 2 - x - this.props.radius; + const yPos = y - this.props.radius - 5; + this.setState({ xPosition: xPos }); + this.setState({ yPosition: yPos }); + this.setState({ updatedStartPosX: xPos }); + this.setState({ updatedStartPosY: yPos }); + this.props.dataDoc.pendulum_angle = this.props.adjustPendulumAngle; + this.props.dataDoc.pendulum_length = this.props.adjustPendulumLength; } - this.setState({maxPosYConservation: maxYPos}) - } - } - // Check for collisions and update - if (!this.props.paused) { - if (prevState.timer != this.state.timer) { - if (!this.props.noMovement) { - let collisions = false; - if ( - this.props.dataDoc['simulationType'] == "One Weight" || - this.props.dataDoc['simulationType'] == "Inclined Plane" - ) { - const collisionsWithGround = this.checkForCollisionsWithGround(); - const collisionsWithWalls = this.checkForCollisionsWithWall(); - collisions = collisionsWithGround || collisionsWithWalls; - } - if (this.props.dataDoc['simulationType'] == "Pulley") { - if (this.state.yPosition <= this.props.yMin + 100 || this.state.yPosition >= this.props.yMax - 100) { - collisions = true; + // When display values updated by user, update real value + if (prevProps.updateYDisplay != this.props.updateYDisplay || prevProps.updateXDisplay !== this.props.updateXDisplay) { + if (this.props.updateXDisplay != this.state.xPosition) { + let x = this.props.updateXDisplay; + x = Math.max(0, x); + x = Math.min(x, this.props.xMax - 2 * this.props.radius); + this.setState({ updatedStartPosX: x }); + this.setState({ xPosition: x }); + if (this.props.color == 'red') { + this.props.dataDoc.position_XDisplay = x; + } else { + this.props.dataDoc.position_XDisplay2 = x; + } + } + + if (this.props.updateYDisplay != this.getDisplayYPos(this.state.yPosition)) { + let y = this.props.updateYDisplay; + y = Math.max(0, y); + y = Math.min(y, this.props.yMax - 2 * this.props.radius); + let coordinatePosition = this.getYPosFromDisplay(y); + this.setState({ updatedStartPosY: coordinatePosition }); + this.setState({ yPosition: coordinatePosition }); + if (this.props.color == 'red') { + this.props.dataDoc.position_YDisplay = y; + } else { + this.props.dataDoc.position_YDisplay2 = y; + } + } + + if (this.props.displayXVelocity != this.state.xVelocity) { + let x = this.props.displayXVelocity; + this.setState({ xVelocity: x }); + if (this.props.color == 'red') { + this.props.dataDoc.velocity_XDisplay = x; + } else { + this.props.dataDoc.velocity_XDisplay2 = x; + } + } + + if (this.props.displayYVelocity != -this.state.yVelocity) { + let y = this.props.displayYVelocity; + this.setState({ yVelocity: -y }); + if (this.props.color == 'red') { + this.props.dataDoc.velocity_YDisplay = y; + } else { + this.props.dataDoc.velocity_YDisplay2 = y; + } } - } - if (!collisions) { - this.update(); - } - this.setDisplayValues(); } - } - } - // Reset everything on reset button click - if (prevProps.reset != this.props.reset) { - this.resetEverything(); - } - - // Convert from static to kinetic friction if/when weight slips on inclined plane - if (prevState.xVelocity != this.state.xVelocity) { - if ( - this.props.dataDoc['simulationType'] == "Inclined Plane" && - Math.abs(this.state.xVelocity) > 0.1 && - this.props.dataDoc['mode'] != "Review" && - !this.state.kineticFriction - ) { - this.setState({kineticFriction: true}) - const normalForce: IForce = { - description: "Normal Force", - magnitude: - this.props.mass * - Math.abs(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, - component: false, - }; - let frictionForce: IForce = { - description: "Kinetic Friction Force", - magnitude: - this.props.mass * - this.props.coefficientOfKineticFriction * - Math.abs(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, - component: false, - }; - // reduce magnitude of friction force if necessary such that block cannot slide up plane - let yForce = -Math.abs(this.props.gravity); - yForce += - normalForce.magnitude * - Math.sin((normalForce.directionInDegrees * Math.PI) / 180); - yForce += - frictionForce.magnitude * - Math.sin((frictionForce.directionInDegrees * Math.PI) / 180); - if (yForce > 0) { - frictionForce.magnitude = - (-normalForce.magnitude * - Math.sin((normalForce.directionInDegrees * Math.PI) / 180) + - Math.abs(this.props.gravity)) / - Math.sin((frictionForce.directionInDegrees * Math.PI) / 180); + // Prevent bug when switching between sims + if (prevProps.startForces != this.props.startForces) { + this.setState({ xVelocity: this.props.startVelX }); + this.setState({ yVelocity: this.props.startVelY }); + this.setDisplayValues(); } - const frictionForceComponent: IForce = { - description: "Kinetic Friction Force", + // 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.dataDoc.simulation_Type == 'One Weight') { + let maxYPos = this.state.updatedStartPosY; + if (this.props.startVelY != 0) { + maxYPos -= (this.props.startVelY * this.props.startVelY) / (2 * Math.abs(this.props.gravity)); + } + if (maxYPos < 0) { + maxYPos = 0; + } + this.setState({ maxPosYConservation: maxYPos }); + } + } - magnitude: - this.props.mass * - this.props.coefficientOfKineticFriction * - Math.abs(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, - component: true, - }; - const normalForceComponent: IForce = { - description: "Normal Force", - magnitude: - this.props.mass * - Math.abs(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, - component: true, - }; - const gravityParallel: IForce = { - description: "Gravity Parallel Component", - magnitude: - this.props.mass * - Math.abs(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, - component: true, - }; - const gravityPerpendicular: IForce = { - description: "Gravity Perpendicular Component", - magnitude: - this.props.mass * - Math.abs(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, - component: true, - }; - const gravityForce: IForce = { - description: "Gravity", - magnitude: this.props.mass * Math.abs(this.props.gravity), - directionInDegrees: 270, - component: false, - }; - if (this.props.coefficientOfKineticFriction != 0) { - this.props.dataDoc['updatedForces'] = ([gravityForce, normalForce, frictionForce]); - this.props.dataDoc['componentForces'] = ([ - frictionForceComponent, - normalForceComponent, - gravityParallel, - gravityPerpendicular, - ]); - } else { - this.props.dataDoc['updatedForces'] = ([gravityForce, normalForce]); - this.props.dataDoc['componentForces'] = ([ - normalForceComponent, - gravityParallel, - gravityPerpendicular, - ]); + // Check for collisions and update + if (!this.props.paused) { + if (prevState.timer != this.state.timer) { + if (!this.props.noMovement) { + let collisions = false; + if (this.props.dataDoc.simulation_Type == 'One Weight' || this.props.dataDoc.simulation_Type == 'Inclined Plane') { + const collisionsWithGround = this.checkForCollisionsWithGround(); + const collisionsWithWalls = this.checkForCollisionsWithWall(); + collisions = collisionsWithGround || collisionsWithWalls; + } + if (this.props.dataDoc.simulation_Type == 'Pulley') { + if (this.state.yPosition <= this.props.yMin + 100 || this.state.yPosition >= this.props.yMax - 100) { + collisions = true; + } + } + if (!collisions) { + this.update(); + } + this.setDisplayValues(); + } + } } - } - } - // Add/remove walls when simulation type changes - if (prevProps.simulationType != this.props.simulationType) { - let w: IWallProps[] = []; - if (this.props.dataDoc['simulationType'] == "One Weight" || this.props.dataDoc['simulationType'] == "Inclined Plane") { - w = this.props.wallPositions - } - this.setState({walls: w}) - } + // Reset everything on reset button click + if (prevProps.reset != this.props.reset) { + this.resetEverything(); + } - // 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}) - this.setState({updatedStartPosX: this.props.startPosX}) - this.setXPosDisplay(this.props.startPosX) - } - } + // Convert from static to kinetic friction if/when weight slips on inclined plane + if (prevState.xVelocity != this.state.xVelocity) { + if (this.props.dataDoc.simulation_Type == 'Inclined Plane' && Math.abs(this.state.xVelocity) > 0.1 && this.props.dataDoc.mode != 'Review' && !this.state.kineticFriction) { + this.setState({ kineticFriction: true }); + const normalForce: IForce = { + description: 'Normal Force', + magnitude: this.props.mass * Math.abs(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, + component: false, + }; + let frictionForce: IForce = { + description: 'Kinetic Friction Force', + magnitude: this.props.mass * this.props.coefficientOfKineticFriction * Math.abs(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, + component: false, + }; + // reduce magnitude of friction force if necessary such that block cannot slide up plane + let yForce = -Math.abs(this.props.gravity); + yForce += normalForce.magnitude * Math.sin((normalForce.directionInDegrees * Math.PI) / 180); + yForce += frictionForce.magnitude * Math.sin((frictionForce.directionInDegrees * Math.PI) / 180); + if (yForce > 0) { + frictionForce.magnitude = (-normalForce.magnitude * Math.sin((normalForce.directionInDegrees * Math.PI) / 180) + Math.abs(this.props.gravity)) / Math.sin((frictionForce.directionInDegrees * Math.PI) / 180); + } - // 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}) - this.setState({updatedStartPosY: this.props.startPosY ?? 0}) - this.setYPosDisplay(this.props.startPosY ?? 0) - } - } + const frictionForceComponent: IForce = { + description: 'Kinetic Friction Force', - // Update wedge coordinates - if (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); - const coord = coordinatePair1 + coordinatePair2 + coordinatePair3; - this.setState({coordinates: coord}) - } + magnitude: this.props.mass * this.props.coefficientOfKineticFriction * Math.abs(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, + component: true, + }; + const normalForceComponent: IForce = { + description: 'Normal Force', + magnitude: this.props.mass * Math.abs(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, + component: true, + }; + const gravityParallel: IForce = { + description: 'Gravity Parallel Component', + magnitude: this.props.mass * Math.abs(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, + component: true, + }; + const gravityPerpendicular: IForce = { + description: 'Gravity Perpendicular Component', + magnitude: this.props.mass * Math.abs(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, + component: true, + }; + const gravityForce: IForce = { + description: 'Gravity', + magnitude: this.props.mass * Math.abs(this.props.gravity), + directionInDegrees: 270, + component: false, + }; + if (this.props.coefficientOfKineticFriction != 0) { + this.props.dataDoc.updatedForces = [gravityForce, normalForce, frictionForce]; + this.props.dataDoc.componentForces = [frictionForceComponent, normalForceComponent, gravityParallel, gravityPerpendicular]; + } else { + this.props.dataDoc.updatedForces = [gravityForce, normalForce]; + this.props.dataDoc.componentForces = [normalForceComponent, gravityParallel, gravityPerpendicular]; + } + } + } - 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, - }; - } - } + // Add/remove walls when simulation type changes + if (prevProps.simulationType != this.props.simulationType) { + let w: IWallProps[] = []; + if (this.props.dataDoc.simulation_Type == 'One Weight' || this.props.dataDoc.simulation_Type == 'Inclined Plane') { + w = this.props.wallPositions; + } + this.setState({ walls: w }); + } - // Reset simulation on reset button click - resetEverything = () => { - this.setState({kineticFriction: false}) - this.setState({xPosition: this.state.updatedStartPosX}) - this.setState({yPosition: this.state.updatedStartPosY}) - this.setState({xVelocity: this.props.startVelX ?? 0}) - this.setState({yVelocity: this.props.startVelY ?? 0}) - this.props.dataDoc['pendulumAngle'] = this.props.dataDoc['startPendulumAngle'] - this.props.dataDoc['updatedForces'] = (this.props.dataDoc['startForces']) - this.props.dataDoc['updatedForces2'] = (this.props.dataDoc['startForces2']) - if (this.props.color == 'red') { - this.props.dataDoc['positionXDisplay'] = this.state.updatedStartPosX - this.props.dataDoc['positionYDisplay'] = this.state.updatedStartPosY - this.props.dataDoc['velocityXDisplay'] = this.props.startVelX ?? 0 - this.props.dataDoc['velocityYDisplay'] = this.props.startVelY ?? 0 - this.props.dataDoc['accelerationXDisplay'] = 0 - this.props.dataDoc['accelerationYDisplay'] = 0 - } else { - this.props.dataDoc['positionXDisplay2'] = this.state.updatedStartPosX - this.props.dataDoc['positionYDisplay2'] = this.state.updatedStartPosY - this.props.dataDoc['velocityXDisplay2'] = this.props.startVelX ?? 0 - this.props.dataDoc['velocityYDisplay2'] = this.props.startVelY ?? 0 - this.props.dataDoc['accelerationXDisplay2'] = 0 - this.props.dataDoc['accelerationYDisplay2'] = 0 - } - this.setState({angleLabel: Math.round(this.props.dataDoc['pendulumAngle'] ?? 0 * 100) / 100}) - }; + // 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 }); + this.setState({ updatedStartPosX: this.props.startPosX }); + this.setXPosDisplay(this.props.startPosX); + } + } - // Compute x acceleration from forces, F=ma - getNewAccelerationX = (forceList: IForce[]) => { - let newXAcc = 0; - if (forceList) { - forceList.forEach((force) => { - newXAcc += - (force.magnitude * - Math.cos((force.directionInDegrees * Math.PI) / 180)) / - this.props.mass; - }); - } - return newXAcc; - }; + // 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 }); + this.setState({ updatedStartPosY: this.props.startPosY ?? 0 }); + this.setYPosDisplay(this.props.startPosY ?? 0); + } + } + // Update wedge coordinates + if (this.state.coordinates === '' || 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); + const coord = coordinatePair1 + coordinatePair2 + coordinatePair3; + this.setState({ coordinates: coord }); + } - // Compute y acceleration from forces, F=ma - getNewAccelerationY = (forceList: IForce[]) => { - let newYAcc = 0; - if (forceList) { - forceList.forEach((force) => { - newYAcc += - (-1 * - (force.magnitude * - Math.sin((force.directionInDegrees * Math.PI) / 180))) / - this.props.mass; - }); + 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, + }; + } } - return newYAcc; - }; - // Compute uniform circular motion forces given x, y positions - getNewCircularMotionForces = (xPos: number, yPos: number) => { - let deltaX = (this.props.xMin + this.props.xMax) / 2 - (xPos + this.props.radius); - let deltaY = yPos + this.props.radius - (this.props.yMin + this.props.yMax) / 2; - let dir = (Math.atan2(deltaY, deltaX) * 180) / Math.PI; - const tensionForce: IForce = { - description: "Centripetal Force", - magnitude: (this.props.startVelX ** 2 * this.props.mass) / this.props.circularMotionRadius, - directionInDegrees: dir, - component: false, + // Reset simulation on reset button click + resetEverything = () => { + this.setState({ kineticFriction: false }); + this.setState({ xPosition: this.state.updatedStartPosX }); + this.setState({ yPosition: this.state.updatedStartPosY }); + this.setState({ xVelocity: this.props.startVelX ?? 0 }); + this.setState({ yVelocity: this.props.startVelY ?? 0 }); + this.props.dataDoc.pendulum_angle = this.props.dataDoc.start_PendulumAngle; + this.props.dataDoc.updatedForces = this.props.dataDoc.start_Forces; + this.props.dataDoc.updatedForces2 = this.props.dataDoc.start_Forces2; + if (this.props.color == 'red') { + this.props.dataDoc.position_XDisplay = this.state.updatedStartPosX; + this.props.dataDoc.position_YDisplay = this.state.updatedStartPosY; + this.props.dataDoc.velocity_XDisplay = this.props.startVelX ?? 0; + this.props.dataDoc.velocity_YDisplay = this.props.startVelY ?? 0; + this.props.dataDoc.acceleration_XDisplay = 0; + this.props.dataDoc.acceleration_YDisplay = 0; + } else { + this.props.dataDoc.position_XDisplay2 = this.state.updatedStartPosX; + this.props.dataDoc.position_YDisplay2 = this.state.updatedStartPosY; + this.props.dataDoc.velocity_XDisplay2 = this.props.startVelX ?? 0; + this.props.dataDoc.velocity_YDisplay2 = this.props.startVelY ?? 0; + this.props.dataDoc.acceleration_XDisplay2 = 0; + this.props.dataDoc.acceleration_YDisplay2 = 0; + } + this.setState({ angleLabel: Math.round(NumCast(this.props.dataDoc.pendulum_angle) ?? 0 * 100) / 100 }); }; - return [tensionForce]; - }; - // Compute spring forces given y position - getNewSpringForces = (yPos: number) => { - let springForce: IForce = { - description: "Spring Force", - magnitude: 0, - directionInDegrees: 90, - component: false, + // Compute x acceleration from forces, F=ma + getNewAccelerationX = (forceList: IForce[]) => { + let newXAcc = 0; + if (forceList) { + forceList.forEach(force => { + newXAcc += (force.magnitude * Math.cos((force.directionInDegrees * Math.PI) / 180)) / this.props.mass; + }); + } + return newXAcc; }; - if (yPos - this.props.springRestLength > 0) { - springForce = { - description: "Spring Force", - magnitude: this.props.springConstant * (yPos - this.props.springRestLength), - directionInDegrees: 90, - component: false, - }; - } else if (yPos - this.props.springRestLength < 0) { - springForce = { - description: "Spring Force", - magnitude: this.props.springConstant * (this.props.springRestLength - yPos), - directionInDegrees: 270, - component: false, - }; - } - return [ - { - description: "Gravity", - magnitude: Math.abs(this.props.gravity) * this.props.mass, - directionInDegrees: 270, - component: false, - }, - springForce, - ]; - }; - - // Compute pendulum forces given position, velocity - getNewPendulumForces = ( - xPos: number, - yPos: number, - xVel: number, - yVel: number - ) => { - 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); - this.props.dataDoc['pendulumAngle'] = oppositeAngle; - const mag = - this.props.mass * Math.abs(this.props.gravity) * Math.cos((oppositeAngle * Math.PI) / 180) + - (this.props.mass * (xVel * xVel + yVel * yVel)) / pendulumLength; - - const forceOfTension: IForce = { - description: "Tension", - magnitude: mag, - directionInDegrees: angle, - component: false, + // Compute y acceleration from forces, F=ma + getNewAccelerationY = (forceList: IForce[]) => { + let newYAcc = 0; + if (forceList) { + forceList.forEach(force => { + newYAcc += (-1 * (force.magnitude * Math.sin((force.directionInDegrees * Math.PI) / 180))) / this.props.mass; + }); + } + return newYAcc; }; - return [ - { - description: "Gravity", - magnitude: Math.abs(this.props.gravity) * this.props.mass, - directionInDegrees: 270, - component: false, - }, - forceOfTension, - ]; - }; + // Compute uniform circular motion forces given x, y positions + getNewCircularMotionForces = (xPos: number, yPos: number) => { + let deltaX = (this.props.xMin + this.props.xMax) / 2 - (xPos + this.props.radius); + let deltaY = yPos + this.props.radius - (this.props.yMin + this.props.yMax) / 2; + let dir = (Math.atan2(deltaY, deltaX) * 180) / Math.PI; + const tensionForce: IForce = { + description: 'Centripetal Force', + magnitude: (this.props.startVelX ** 2 * this.props.mass) / this.props.circularMotionRadius, + directionInDegrees: dir, + component: false, + }; + return [tensionForce]; + }; - // Check for collisions in x direction - checkForCollisionsWithWall = () => { - let collision = false; - const minX = this.state.xPosition; - const maxX = this.state.xPosition + 2 * this.props.radius; - if (this.state.xVelocity != 0) { - this.state.walls.forEach((wall) => { - if (wall.angleInDegrees == 90) { - const wallX = (wall.xPos / 100) * this.props.layoutDoc._width; - if (wall.xPos < 0.35) { - if (minX <= wallX) { - this.setState({xPosition: wallX+0.01}); - if (this.props.elasticCollisions) { - this.setState({xVelocity: -this.state.xVelocity}); - } else { - this.setState({xVelocity: 0}); - } - collision = true; - } - } else { - if (maxX >= wallX) { - this.setState({xPosition: wallX- 2 * this.props.radius-0.01}); - if (this.props.elasticCollisions) { - this.setState({xVelocity: -this.state.xVelocity}); - } else { - this.setState({xVelocity: 0}); - } - collision = true; - } - } + // Compute spring forces given y position + getNewSpringForces = (yPos: number) => { + let springForce: IForce = { + description: 'Spring Force', + magnitude: 0, + directionInDegrees: 90, + component: false, + }; + if (yPos - this.props.springRestLength > 0) { + springForce = { + description: 'Spring Force', + magnitude: this.props.springConstant * (yPos - this.props.springRestLength), + directionInDegrees: 90, + component: false, + }; + } else if (yPos - this.props.springRestLength < 0) { + springForce = { + description: 'Spring Force', + magnitude: this.props.springConstant * (this.props.springRestLength - yPos), + directionInDegrees: 270, + component: false, + }; } - }); - } - return collision; - }; + return [ + { + description: 'Gravity', + magnitude: Math.abs(this.props.gravity) * this.props.mass, + directionInDegrees: 270, + component: false, + }, + springForce, + ]; + }; - // 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.state.walls.forEach((wall) => { - if (wall.angleInDegrees == 0 && wall.yPos > 0.4) { - const groundY = (wall.yPos / 100) * this.props.layoutDoc._height; - 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}); - if (this.props.dataDoc['simulationType'] != "Two Weights") { - const forceOfGravity: IForce = { - description: "Gravity", - magnitude: Math.abs(this.props.gravity) * this.props.mass, - directionInDegrees: 270, - component: false, - }; - const normalForce: IForce = { - description: "Normal force", - magnitude: Math.abs(this.props.gravity) * this.props.mass, - directionInDegrees: wall.angleInDegrees + 90, - component: false, - }; - this.props.dataDoc['updatedForces'] = ([forceOfGravity, normalForce]); - if (this.props.dataDoc['simulationType'] == "Inclined Plane") { - const forceOfGravityC: IForce = { - description: "Gravity", - magnitude: Math.abs(this.props.gravity) * this.props.mass, - directionInDegrees: 270, - component: true, - }; - const normalForceC: IForce = { - description: "Normal force", - magnitude: Math.abs(this.props.gravity) * this.props.mass, - directionInDegrees: wall.angleInDegrees + 90, - component: true, - }; - this.props.dataDoc['componentForces'] = ([forceOfGravityC, normalForceC]); - } - } - } - collision = true; - } + // Compute pendulum forces given position, velocity + getNewPendulumForces = (xPos: number, yPos: number, xVel: number, yVel: number) => { + 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; } - }); - } - if (this.state.yVelocity < 0) { - this.state.walls.forEach((wall) => { - if (wall.angleInDegrees == 0 && wall.yPos < 0.4) { - const groundY = (wall.yPos / 100) * this.props.layoutDoc._height; - if (minY < groundY) { - this.setState({yPosition: groundY + 0.01}); - if (this.props.elasticCollisions) { - this.setState({yVelocity: -this.state.yVelocity}); - } else { - this.setState({yVelocity: 0}); - } - collision = true; - } + let oppositeAngle = 90 - angle; + if (oppositeAngle < 0) { + oppositeAngle = 90 - (180 - angle); } - }); - } - return collision; - }; - // Called at each RK4 step - evaluate = ( - currentXPos: number, - currentYPos: number, - currentXVel: number, - currentYVel: number, - deltaXPos: number, - deltaYPos: number, - deltaXVel: number, - deltaYVel: number, - dt: number - ) => { - const newXPos = currentXPos + deltaXPos * dt; - const newYPos = currentYPos + deltaYPos * dt; - const newXVel = currentXVel + deltaXVel * dt; - const newYVel = currentYVel + deltaYVel * dt; - const newDeltaXPos = newXVel; - const newDeltaYPos = newYVel; - let forces = this.props.updatedForces; - if (this.props.dataDoc['simulationType'] == "Pendulum") { - forces = this.getNewPendulumForces(newXPos, newYPos, newXVel, newYVel); - } else if (this.props.dataDoc['simulationType'] == "Spring") { - forces = this.getNewSpringForces(newYPos); - } else if (this.props.dataDoc['simulationType'] == "Circular Motion") { - forces = this.getNewCircularMotionForces(newXPos, newYPos); - } - const newDeltaXVel = this.getNewAccelerationX(forces); - const newDeltaYVel = this.getNewAccelerationY(forces); - return { - xPos: newXPos, - yPos: newYPos, - xVel: newXVel, - yVel: newYVel, - deltaXPos: newDeltaXPos, - deltaYPos: newDeltaYPos, - deltaXVel: newDeltaXVel, - deltaYVel: newDeltaYVel, + const pendulumLength = Math.sqrt(x * x + y * y); + this.props.dataDoc.pendulum_angle = oppositeAngle; + + const mag = this.props.mass * Math.abs(this.props.gravity) * Math.cos((oppositeAngle * Math.PI) / 180) + (this.props.mass * (xVel * xVel + yVel * yVel)) / pendulumLength; + + const forceOfTension: IForce = { + description: 'Tension', + magnitude: mag, + directionInDegrees: angle, + component: false, + }; + + return [ + { + description: 'Gravity', + magnitude: Math.abs(this.props.gravity) * this.props.mass, + directionInDegrees: 270, + component: false, + }, + forceOfTension, + ]; }; - }; - // Update position, velocity using RK4 method - update = () => { - let startXVel = this.state.xVelocity; - let startYVel = this.state.yVelocity; - let xPos = this.state.xPosition; - let yPos = this.state.yPosition; - let xVel = this.state.xVelocity; - let yVel = this.state.yVelocity; - let forces: IForce[] = this.props.dataDoc['updatedForces']; - if (this.props.dataDoc['simulationType'] == "Pendulum") { - forces = this.getNewPendulumForces(xPos, yPos, xVel, yVel); - } else if (this.props.dataDoc['simulationType'] == "Spring") { - forces = this.getNewSpringForces(yPos); - } else if (this.props.dataDoc['simulationType'] == "Circular Motion") { - forces = this.getNewCircularMotionForces(xPos, yPos); - } - const xAcc = this.getNewAccelerationX(forces); - const yAcc = this.getNewAccelerationY(forces); - 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 - ); + // Check for collisions in x direction + checkForCollisionsWithWall = () => { + let collision = false; + const minX = this.state.xPosition; + const maxX = this.state.xPosition + 2 * this.props.radius; + if (this.state.xVelocity != 0) { + this.state.walls.forEach(wall => { + if (wall.angleInDegrees == 90) { + const wallX = (wall.xPos / 100) * this.props.layoutDoc[WidthSym](); + if (wall.xPos < 0.35) { + if (minX <= wallX) { + this.setState({ xPosition: wallX + 0.01 }); + if (this.props.elasticCollisions) { + this.setState({ xVelocity: -this.state.xVelocity }); + } else { + this.setState({ xVelocity: 0 }); + } + collision = true; + } + } else { + if (maxX >= wallX) { + this.setState({ xPosition: wallX - 2 * this.props.radius - 0.01 }); + if (this.props.elasticCollisions) { + this.setState({ xVelocity: -this.state.xVelocity }); + } else { + this.setState({ xVelocity: 0 }); + } + collision = true; + } + } + } + }); + } + return collision; + }; - xVel += - ((this.props.timestepSize * 1.0) / 6.0) * - (k1.deltaXVel + 2 * (k2.deltaXVel + k3.deltaXVel) + k4.deltaXVel); - yVel += - ((this.props.timestepSize * 1.0) / 6.0) * - (k1.deltaYVel + 2 * (k2.deltaYVel + k3.deltaYVel) + k4.deltaYVel); - xPos += - ((this.props.timestepSize * 1.0) / 6.0) * - (k1.deltaXPos + 2 * (k2.deltaXPos + k3.deltaXPos) + k4.deltaXPos); - yPos += - ((this.props.timestepSize * 1.0) / 6.0) * - (k1.deltaYPos + 2 * (k2.deltaYPos + k3.deltaYPos) + k4.deltaYPos); - } - // make sure harmonic motion maintained and errors don't propagate - if (this.props.dataDoc['simulationType'] == "Spring") { - if (startYVel < 0 && yVel > 0 && yPos < this.props.springRestLength) { - let equilibriumPos = - this.props.springRestLength + (this.props.mass * Math.abs(this.props.gravity)) / this.props.springConstant; - let amplitude = Math.abs(equilibriumPos - this.props.springStartLength); - yPos = equilibriumPos - amplitude; - } else if (startYVel > 0 && yVel < 0 && yPos > this.props.springRestLength) { - let equilibriumPos = - this.props.springRestLength + (this.props.mass * Math.abs(this.props.gravity)) / this.props.springConstant; - let amplitude = Math.abs(equilibriumPos - this.props.springStartLength); - yPos = equilibriumPos + amplitude; - } - } - if (this.props.dataDoc['simulationType'] == "Pendulum") { - let 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; + // 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.state.walls.forEach(wall => { + if (wall.angleInDegrees == 0 && wall.yPos > 0.4) { + const groundY = (wall.yPos / 100) * this.props.layoutDoc[HeightSym](); + 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 }); + if (this.props.dataDoc.simulation_Type != 'Two Weights') { + const forceOfGravity: IForce = { + description: 'Gravity', + magnitude: Math.abs(this.props.gravity) * this.props.mass, + directionInDegrees: 270, + component: false, + }; + const normalForce: IForce = { + description: 'Normal force', + magnitude: Math.abs(this.props.gravity) * this.props.mass, + directionInDegrees: wall.angleInDegrees + 90, + component: false, + }; + this.props.dataDoc.updatedForces = [forceOfGravity, normalForce]; + if (this.props.dataDoc.simulation_Type == 'Inclined Plane') { + const forceOfGravityC: IForce = { + description: 'Gravity', + magnitude: Math.abs(this.props.gravity) * this.props.mass, + directionInDegrees: 270, + component: true, + }; + const normalForceC: IForce = { + description: 'Normal force', + magnitude: Math.abs(this.props.gravity) * this.props.mass, + directionInDegrees: wall.angleInDegrees + 90, + component: true, + }; + this.props.dataDoc.componentForces = [forceOfGravityC, normalForceC]; + } + } + } + collision = true; + } + } + }); } - 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; + if (this.state.yVelocity < 0) { + this.state.walls.forEach(wall => { + if (wall.angleInDegrees == 0 && wall.yPos < 0.4) { + const groundY = (wall.yPos / 100) * this.props.layoutDoc[HeightSym](); + if (minY < groundY) { + this.setState({ yPosition: groundY + 0.01 }); + if (this.props.elasticCollisions) { + this.setState({ yVelocity: -this.state.yVelocity }); + } else { + this.setState({ yVelocity: 0 }); + } + collision = true; + } + } + }); } - yPos = this.props.startPosY; - } - } - if (this.props.dataDoc['simulationType'] == "One Weight") { - if (yPos < this.state.maxPosYConservation) { - yPos = this.state.maxPosYConservation; - } - } - this.setState({xVelocity: xVel}); - this.setState({yVelocity: yVel}); - this.setState({xPosition: xPos}); - this.setState({yPosition: yPos}); - let forcesn = this.props.dataDoc['updatedForces'] - if (this.props.dataDoc['simulationType'] == "Pendulum") { - forcesn = this.getNewPendulumForces(xPos, yPos, xVel, yVel); - } else if (this.props.dataDoc['simulationType'] == "Spring") { - forcesn = this.getNewSpringForces(yPos); - } else if (this.props.dataDoc['simulationType'] == "Circular Motion") { - forcesn = this.getNewCircularMotionForces(xPos, yPos); - } - this.props.dataDoc['updatedForces'] = (forcesn); - - // set component forces if they change - if (this.props.dataDoc['simulationType'] == "Pendulum") { - let x = this.props.xMax / 2 - xPos - this.props.radius; - let 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); + return collision; + }; - const mag = - this.props.mass * Math.abs(this.props.gravity) * Math.cos((oppositeAngle * Math.PI) / 180) + - (this.props.mass * (xVel * xVel + yVel * yVel)) / pendulumLength; + // Called at each RK4 step + evaluate = (currentXPos: number, currentYPos: number, currentXVel: number, currentYVel: number, deltaXPos: number, deltaYPos: number, deltaXVel: number, deltaYVel: number, dt: number) => { + const newXPos = currentXPos + deltaXPos * dt; + const newYPos = currentYPos + deltaYPos * dt; + const newXVel = currentXVel + deltaXVel * dt; + const newYVel = currentYVel + deltaYVel * dt; + const newDeltaXPos = newXVel; + const newDeltaYPos = newYVel; + let forces = this.props.updatedForces; + if (this.props.dataDoc.simulation_Type == 'Pendulum') { + forces = this.getNewPendulumForces(newXPos, newYPos, newXVel, newYVel); + } else if (this.props.dataDoc.simulation_Type == 'Spring') { + forces = this.getNewSpringForces(newYPos); + } else if (this.props.dataDoc.simulation_Type == 'Circular Motion') { + forces = this.getNewCircularMotionForces(newXPos, newYPos); + } + const newDeltaXVel = this.getNewAccelerationX(forces); + const newDeltaYVel = this.getNewAccelerationY(forces); + return { + xPos: newXPos, + yPos: newYPos, + xVel: newXVel, + yVel: newYVel, + deltaXPos: newDeltaXPos, + deltaYPos: newDeltaYPos, + deltaXVel: newDeltaXVel, + deltaYVel: newDeltaYVel, + }; + }; - const tensionComponent: IForce = { - description: "Tension", - magnitude: mag, - directionInDegrees: angle, - component: true, - }; - const gravityParallel: IForce = { - description: "Gravity Parallel Component", - magnitude: Math.abs(this.props.gravity) * Math.cos(((90 - angle) * Math.PI) / 180), - directionInDegrees: 270 - (90 - angle), - component: true, - }; - const gravityPerpendicular: IForce = { - description: "Gravity Perpendicular Component", - magnitude: Math.abs(this.props.gravity) * Math.sin(((90 - angle) * Math.PI) / 180), - directionInDegrees: -(90 - angle), - component: true, - }; - if (Math.abs(this.props.gravity) * Math.sin(((90 - angle) * Math.PI) / 180) < 0) { - gravityPerpendicular.magnitude = Math.abs( - Math.abs(this.props.gravity) * Math.sin(((90 - angle) * Math.PI) / 180) - ); - gravityPerpendicular.directionInDegrees = 180 - (90 - angle); - } - this.props.dataDoc['componentForces'] = ([ - tensionComponent, - gravityParallel, - gravityPerpendicular, - ]); - } - }; + // Update position, velocity using RK4 method + update = () => { + let startXVel = this.state.xVelocity; + let startYVel = this.state.yVelocity; + let xPos = this.state.xPosition; + let yPos = this.state.yPosition; + let xVel = this.state.xVelocity; + let yVel = this.state.yVelocity; + let forces: IForce[] = this.props.dataDoc.updatedForces; + if (this.props.dataDoc.simulation_Type == 'Pendulum') { + forces = this.getNewPendulumForces(xPos, yPos, xVel, yVel); + } else if (this.props.dataDoc.simulation_Type == 'Spring') { + forces = this.getNewSpringForces(yPos); + } else if (this.props.dataDoc.simulation_Type == 'Circular Motion') { + forces = this.getNewCircularMotionForces(xPos, yPos); + } + const xAcc = this.getNewAccelerationX(forces); + const yAcc = this.getNewAccelerationY(forces); + 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); - // Render weight, spring, rod(s), vectors - render () { - return ( - <div> - <div - className="weightContainer" - onPointerDown={(e) => { - if (this.draggable) { - this.props.dataDoc['paused'] = true; - this.setState({dragging: true}); - this.setState({clickPositionX: e.clientX}); - this.setState({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; + xVel += ((this.props.timestepSize * 1.0) / 6.0) * (k1.deltaXVel + 2 * (k2.deltaXVel + k3.deltaXVel) + k4.deltaXVel); + yVel += ((this.props.timestepSize * 1.0) / 6.0) * (k1.deltaYVel + 2 * (k2.deltaYVel + k3.deltaYVel) + k4.deltaYVel); + xPos += ((this.props.timestepSize * 1.0) / 6.0) * (k1.deltaXPos + 2 * (k2.deltaXPos + k3.deltaXPos) + k4.deltaXPos); + yPos += ((this.props.timestepSize * 1.0) / 6.0) * (k1.deltaYPos + 2 * (k2.deltaYPos + k3.deltaYPos) + k4.deltaYPos); + } + // make sure harmonic motion maintained and errors don't propagate + if (this.props.dataDoc.simulation_Type == 'Spring') { + if (startYVel < 0 && yVel > 0 && yPos < this.props.springRestLength) { + let equilibriumPos = this.props.springRestLength + (this.props.mass * Math.abs(this.props.gravity)) / this.props.springConstant; + let amplitude = Math.abs(equilibriumPos - this.props.springStartLength); + yPos = equilibriumPos - amplitude; + } else if (startYVel > 0 && yVel < 0 && yPos > this.props.springRestLength) { + let equilibriumPos = this.props.springRestLength + (this.props.mass * Math.abs(this.props.gravity)) / this.props.springConstant; + let amplitude = Math.abs(equilibriumPos - this.props.springStartLength); + yPos = equilibriumPos + amplitude; } - - 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.dataDoc.simulation_Type == 'Pendulum') { + let 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; } - if (this.props.dataDoc['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; - } + } + if (this.props.dataDoc.simulation_Type == 'One Weight') { + if (yPos < this.state.maxPosYConservation) { + yPos = this.state.maxPosYConservation; } + } + this.setState({ xVelocity: xVel }); + this.setState({ yVelocity: yVel }); + this.setState({ xPosition: xPos }); + this.setState({ yPosition: yPos }); + let forcesn = this.props.dataDoc.updatedForces; + if (this.props.dataDoc.simulation_Type == 'Pendulum') { + forcesn = this.getNewPendulumForces(xPos, yPos, xVel, yVel); + } else if (this.props.dataDoc.simulation_Type == 'Spring') { + forcesn = this.getNewSpringForces(yPos); + } else if (this.props.dataDoc.simulation_Type == 'Circular Motion') { + forcesn = this.getNewCircularMotionForces(xPos, yPos); + } + this.props.dataDoc.updatedForces = forcesn; - this.setState({yPosition: newY}); - this.props.dataDoc['positionYDisplay'] = - Math.round((this.props.yMax - 2 * this.props.radius - newY + 5) * 100) / 100 - if (this.props.dataDoc['simulationType'] != "Pulley") { - this.setState({xPosition: newX}); - this.props.dataDoc['positionXDisplay'] = newX - } - if (this.props.dataDoc['simulationType'] != "Suspension") { - if (this.props.dataDoc['simulationType'] != "Pulley") { - this.setState({updatedStartPosX: newX}); - } - this.setState({updatedStartPosY: newY}); - } - this.setState({clickPositionX: e.clientX}); - this.setState({clickPositionY: e.clientY}); - this.setDisplayValues(); - } - }} - onPointerUp={(e) => { - if (this.state.dragging) { - if ( - this.props.dataDoc['simulationType'] != "Pendulum" && - this.props.dataDoc['simulationType'] != "Suspension" - ) { - this.resetEverything(); + // set component forces if they change + if (this.props.dataDoc.simulation_Type == 'Pendulum') { + let x = this.props.xMax / 2 - xPos - this.props.radius; + let y = yPos + this.props.radius + 5; + let angle = (Math.atan(y / x) * 180) / Math.PI; + if (angle < 0) { + angle += 180; } - 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 oppositeAngle = 90 - angle; + if (oppositeAngle < 0) { + oppositeAngle = 90 - (180 - angle); } - 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.dataDoc['simulationType'] == "Spring") { - this.props.dataDoc.springStartLength = newY - } - if (this.props.dataDoc['simulationType'] == "Suspension") { - let x1rod = (this.props.xMax + this.props.xMin) / 2 - this.props.radius - this.props.yMin - 200; - let x2rod = (this.props.xMax + this.props.xMin) / 2 + this.props.yMin + 200 + this.props.radius; - let deltaX1 = this.state.xPosition + this.props.radius - x1rod; - let deltaX2 = x2rod - (this.state.xPosition + this.props.radius); - let deltaY = this.state.yPosition + this.props.radius; - let dir1T = Math.PI - Math.atan(deltaY / deltaX1); - let dir2T = Math.atan(deltaY / deltaX2); - let tensionMag2 = - (this.props.mass * Math.abs(this.props.gravity)) / - ((-Math.cos(dir2T) / Math.cos(dir1T)) * Math.sin(dir1T) + - Math.sin(dir2T)); - let tensionMag1 = - (-tensionMag2 * Math.cos(dir2T)) / Math.cos(dir1T); - dir1T = (dir1T * 180) / Math.PI; - dir2T = (dir2T * 180) / Math.PI; - const tensionForce1: IForce = { - description: "Tension", - magnitude: tensionMag1, - directionInDegrees: dir1T, - component: false, - }; - const tensionForce2: IForce = { - description: "Tension", - magnitude: tensionMag2, - directionInDegrees: dir2T, - component: false, - }; - const grav: IForce = { - description: "Gravity", - magnitude: this.props.mass * Math.abs(this.props.gravity), - directionInDegrees: 270, - component: false, - }; - this.props.dataDoc['updatedForces'] = ([tensionForce1, tensionForce2, grav]); + const pendulumLength = Math.sqrt(x * x + y * y); + + const mag = this.props.mass * Math.abs(this.props.gravity) * Math.cos((oppositeAngle * Math.PI) / 180) + (this.props.mass * (xVel * xVel + yVel * yVel)) / pendulumLength; + + const tensionComponent: IForce = { + description: 'Tension', + magnitude: mag, + directionInDegrees: angle, + component: true, + }; + const gravityParallel: IForce = { + description: 'Gravity Parallel Component', + magnitude: Math.abs(this.props.gravity) * Math.cos(((90 - angle) * Math.PI) / 180), + directionInDegrees: 270 - (90 - angle), + component: true, + }; + const gravityPerpendicular: IForce = { + description: 'Gravity Perpendicular Component', + magnitude: Math.abs(this.props.gravity) * Math.sin(((90 - angle) * Math.PI) / 180), + directionInDegrees: -(90 - angle), + component: true, + }; + if (Math.abs(this.props.gravity) * Math.sin(((90 - angle) * Math.PI) / 180) < 0) { + gravityPerpendicular.magnitude = Math.abs(Math.abs(this.props.gravity) * Math.sin(((90 - angle) * Math.PI) / 180)); + gravityPerpendicular.directionInDegrees = 180 - (90 - angle); } - } - }} - > - <div className="weight" style={this.weightStyle}> - <p className="weightLabel">{this.props.mass} kg</p> - </div> - </div> - {this.props.dataDoc['simulationType'] == "Spring" && ( - <div - className="spring" - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - {[0, 1, 2, 3, 4, 5, 6, 7, 8, 9].map((val) => { - const count = 10; - let xPos1; - let yPos1; - let xPos2; - let yPos2; - if (val % 2 == 0) { - xPos1 = this.state.xPosition + this.props.radius - 20; - xPos2 = this.state.xPosition + this.props.radius + 20; - } else { - xPos1 = this.state.xPosition + this.props.radius + 20; - xPos2 = this.state.xPosition + this.props.radius - 20; - } - yPos1 = (val * this.state.yPosition) / count; - yPos2 = ((val + 1) * this.state.yPosition) / count; - return ( - <line - key={val} - x1={xPos1} - y1={yPos1} - x2={xPos2} - y2={yPos2} - stroke={"#808080"} - strokeWidth="10" - /> - ); - })} - </svg> - </div> - )} - - {this.props.dataDoc['simulationType'] == "Pulley" && ( - <div - className="rod" - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <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.dataDoc['simulationType'] == "Pulley" && ( - <div - className="wheel" - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <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.dataDoc['simulationType'] == "Suspension" && ( - <div - className="rod" - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <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> - <svg width={this.props.layoutDoc._width + "px"} height={this.props.layoutDoc._height + "px"}> - <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> + this.props.dataDoc.componentForces = [tensionComponent, gravityParallel, gravityPerpendicular]; + } + }; - <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.dataDoc['simulationType'] == "Circular Motion" && ( - <div - className="rod" - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <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.dataDoc['simulationType'] == "Pendulum" && ( - <div - className="rod" - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <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 && ( + // Render weight, spring, rod(s), vectors + render() { + return ( <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.dataDoc['simulationType'] == "Inclined Plane" && ( - <div> - <div - style={{ position: "absolute", left: "0", top: "0" }} - > - <svg width={this.props.xMax + "px"} 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 * 0.5 - 200 + this.props.wedgeWidth - 80) + "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 && ( - <div> - <div - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <defs> - <marker - id="accArrow" - markerWidth="10" - markerHeight="10" - refX="0" - refY="3" - orient="auto" - markerUnits="strokeWidth" - > - <path d="M0,0 L0,6 L9,3 z" fill="green" /> - </marker> - </defs> - <line - x1={this.state.xPosition + this.props.radius} - y1={this.state.yPosition + this.props.radius} - x2={this.state.xPosition + this.props.radius + this.getNewAccelerationX(this.props.updatedForces) * 15} - y2={this.state.yPosition + this.props.radius + this.getNewAccelerationY(this.props.updatedForces) * 15} - stroke={"green"} - strokeWidth="5" - markerEnd="url(#accArrow)" - /> - </svg> - <div - style={{ - pointerEvents: "none", - position: "absolute", - left: this.state.xPosition + this.props.radius + this.state.xAccel * 15 + 25 + "px", - top: this.state.yPosition + this.props.radius + this.state.yAccel * 15 + 70 + "px", - lineHeight: 1, - }} - > - <p> - {Math.round( - 100 * Math.sqrt(this.state.xAccel * this.state.xAccel + this.state.yAccel * this.state.yAccel) - ) / 100}{" "} - m/s - <sup>2</sup> - </p> - </div> - </div> - </div> - )} - {!this.state.dragging && this.props.showVelocity && ( - <div> - <div - style={{ - pointerEvents: "none", - position: "absolute", - left: 0, - top: 0, - }} - > - <svg width={this.props.xMax + "px"} height={this.props.layoutDoc._height + "px"}> - <defs> - <marker - id="velArrow" - markerWidth="10" - markerHeight="10" - refX="0" - refY="3" - orient="auto" - markerUnits="strokeWidth" - > - <path d="M0,0 L0,6 L9,3 z" fill="blue" /> - </marker> - </defs> - <line - x1={this.state.xPosition + this.props.radius} - y1={this.state.yPosition + this.props.radius} - x2={this.state.xPosition + this.props.radius + this.state.xVelocity * 7} - y2={this.state.yPosition + this.props.radius + this.state.yVelocity * 7} - stroke={"blue"} - strokeWidth="5" - markerEnd="url(#velArrow)" - /> - </svg> - <div - style={{ - pointerEvents: "none", - position: "absolute", - left: this.state.xPosition + this.props.radius + this.state.xVelocity * 7 + 25 + "px", - top: this.state.yPosition + this.props.radius + this.state.yVelocity * 7 + "px", - lineHeight: 1, - }} - > - <p> - {Math.round( - 100 * - Math.sqrt( - this.props.displayXVelocity * this.props.displayXVelocity + - this.props.displayYVelocity * this.props.displayYVelocity - ) - ) / 100}{" "} - m/s - </p> - </div> - </div> - </div> - )} - {!this.state.dragging && - this.props.showComponentForces && - this.props.componentForces.map((force, index) => { - if (force.magnitude < this.epsilon) { - return; - } - let arrowStartY: number = this.state.yPosition + this.props.radius; - const arrowStartX: number = this.state.xPosition + this.props.radius; - let arrowEndY: number = - arrowStartY - - Math.abs(force.magnitude) * - 20 * - Math.sin((force.directionInDegrees * Math.PI) / 180); - const arrowEndX: number = - arrowStartX + - Math.abs(force.magnitude) * - 20 * - Math.cos((force.directionInDegrees * Math.PI) / 180); + <div + className="weightContainer" + onPointerDown={e => { + if (this.draggable) { + this.props.dataDoc.paused = true; + this.setState({ dragging: true }); + this.setState({ clickPositionX: e.clientX }); + this.setState({ 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 color = "#0d0d0d"; + 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.dataDoc.simulation_Type == '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; + } + } - let labelTop = arrowEndY; - let labelLeft = arrowEndX; - if (force.directionInDegrees > 90 && force.directionInDegrees < 270) { - labelLeft -= 120; - } else { - labelLeft += 30; - } - if (force.directionInDegrees >= 0 && force.directionInDegrees < 180) { - labelTop += 40; - } else { - labelTop -= 40; - } - labelTop = Math.min(labelTop, this.props.yMax + 50); - labelTop = Math.max(labelTop, this.props.yMin); - labelLeft = Math.min(labelLeft, this.props.xMax - 60); - labelLeft = Math.max(labelLeft, this.props.xMin); + this.setState({ yPosition: newY }); + this.props.dataDoc.position_YDisplay = Math.round((this.props.yMax - 2 * this.props.radius - newY + 5) * 100) / 100; + if (this.props.dataDoc.simulation_Type != 'Pulley') { + this.setState({ xPosition: newX }); + this.props.dataDoc.position_XDisplay = newX; + } + if (this.props.dataDoc.simulation_Type != 'Suspension') { + if (this.props.dataDoc.simulation_Type != 'Pulley') { + this.setState({ updatedStartPosX: newX }); + } + this.setState({ updatedStartPosY: newY }); + } + this.setState({ clickPositionX: e.clientX }); + this.setState({ clickPositionY: e.clientY }); + this.setDisplayValues(); + } + }} + onPointerUp={e => { + if (this.state.dragging) { + if (this.props.dataDoc.simulation_Type != 'Pendulum' && this.props.dataDoc.simulation_Type != '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; + } - return ( - <div key={index}> - <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.props.layoutDoc._height + "px"} - > - <defs> - <marker - id="forceArrow" - 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> - {force.component == true && ( - <line - x1={arrowStartX} - y1={arrowStartY} - x2={arrowEndX} - y2={arrowEndY} - stroke={color} - strokeWidth="5" - strokeDasharray="10,10" - markerEnd="url(#forceArrow)" - /> - )} - {force.component == false && ( - <line - 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, - }} - > - {force.description && <p>{force.description}</p>} - {!force.description && <p>Force</p>} - {this.props.showForceMagnitudes && ( - <p>{Math.round(100 * force.magnitude) / 100} N</p> + 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.dataDoc.simulation_Type == 'Spring') { + this.props.dataDoc.springStartLength = newY; + } + if (this.props.dataDoc.simulation_Type == 'Suspension') { + let x1rod = (this.props.xMax + this.props.xMin) / 2 - this.props.radius - this.props.yMin - 200; + let x2rod = (this.props.xMax + this.props.xMin) / 2 + this.props.yMin + 200 + this.props.radius; + let deltaX1 = this.state.xPosition + this.props.radius - x1rod; + let deltaX2 = x2rod - (this.state.xPosition + this.props.radius); + let deltaY = this.state.yPosition + this.props.radius; + let dir1T = Math.PI - Math.atan(deltaY / deltaX1); + let dir2T = Math.atan(deltaY / deltaX2); + let tensionMag2 = (this.props.mass * Math.abs(this.props.gravity)) / ((-Math.cos(dir2T) / Math.cos(dir1T)) * Math.sin(dir1T) + Math.sin(dir2T)); + let tensionMag1 = (-tensionMag2 * Math.cos(dir2T)) / Math.cos(dir1T); + dir1T = (dir1T * 180) / Math.PI; + dir2T = (dir2T * 180) / Math.PI; + const tensionForce1: IForce = { + description: 'Tension', + magnitude: tensionMag1, + directionInDegrees: dir1T, + component: false, + }; + const tensionForce2: IForce = { + description: 'Tension', + magnitude: tensionMag2, + directionInDegrees: dir2T, + component: false, + }; + const grav: IForce = { + description: 'Gravity', + magnitude: this.props.mass * Math.abs(this.props.gravity), + directionInDegrees: 270, + component: false, + }; + this.props.dataDoc.updatedForces = [tensionForce1, tensionForce2, grav]; + } + } + }}> + <div className="weight" style={this.weightStyle}> + <p className="weightLabel">{this.props.mass} kg</p> + </div> + </div> + {this.props.dataDoc.simulation_Type == 'Spring' && ( + <div + className="spring" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + {[0, 1, 2, 3, 4, 5, 6, 7, 8, 9].map(val => { + const count = 10; + let xPos1; + let yPos1; + let xPos2; + let yPos2; + if (val % 2 == 0) { + xPos1 = this.state.xPosition + this.props.radius - 20; + xPos2 = this.state.xPosition + this.props.radius + 20; + } else { + xPos1 = this.state.xPosition + this.props.radius + 20; + xPos2 = this.state.xPosition + this.props.radius - 20; + } + yPos1 = (val * this.state.yPosition) / count; + yPos2 = ((val + 1) * this.state.yPosition) / count; + return <line key={val} x1={xPos1} y1={yPos1} x2={xPos2} y2={yPos2} stroke={'#808080'} strokeWidth="10" />; + })} + </svg> + </div> )} - </div> - </div> - ); - })} - {!this.state.dragging && - this.props.showForces && this.props.updatedForces && - this.props.updatedForces.map((force, index) => { - if (force.magnitude < this.epsilon) { - return; - } - let arrowStartY: number = this.state.yPosition + this.props.radius; - const arrowStartX: number = this.state.xPosition + this.props.radius; - let arrowEndY: number = - arrowStartY - - Math.abs(force.magnitude) * - 20 * - Math.sin((force.directionInDegrees * Math.PI) / 180); - const arrowEndX: number = - arrowStartX + - Math.abs(force.magnitude) * - 20 * - Math.cos((force.directionInDegrees * Math.PI) / 180); - let color = "#0d0d0d"; + {this.props.dataDoc.simulation_Type == 'Pulley' && ( + <div + className="rod" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <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.dataDoc.simulation_Type == 'Pulley' && ( + <div + className="wheel" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <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.dataDoc.simulation_Type == 'Suspension' && ( + <div + className="rod" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <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" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.layoutDoc._width + 'px'} height={this.props.layoutDoc._height + 'px'}> + <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> - let labelTop = arrowEndY; - let labelLeft = arrowEndX; - if (force.directionInDegrees > 90 && force.directionInDegrees < 270) { - labelLeft -= 120; - } else { - labelLeft += 30; - } - if (force.directionInDegrees >= 0 && force.directionInDegrees < 180) { - labelTop += 40; - } else { - labelTop -= 40; - } - labelTop = Math.min(labelTop, this.props.yMax + 50); - labelTop = Math.max(labelTop, this.props.yMin); - labelLeft = Math.min(labelLeft, this.props.xMax - 60); - labelLeft = Math.max(labelLeft, this.props.xMin); + <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.dataDoc.simulation_Type == 'Circular Motion' && ( + <div + className="rod" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <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.dataDoc.simulation_Type == 'Pendulum' && ( + <div + className="rod" + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <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.pendulum_angle * 100) / 100}° + </p> + </div> + )} + </div> + )} + {this.props.dataDoc.simulation_Type == 'Inclined Plane' && ( + <div> + <div style={{ position: 'absolute', left: '0', top: '0' }}> + <svg width={this.props.xMax + 'px'} height={this.props.yMax + 'px'}> + <polygon points={this.state.coordinates} style={{ fill: 'burlywood' }} /> + </svg> + </div> - return ( - <div key={index}> - <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.props.layoutDoc._height + "px"} - > - <defs> - <marker - id="forceArrow" - 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> - {force.component == true && ( - <line - x1={arrowStartX} - y1={arrowStartY} - x2={arrowEndX} - y2={arrowEndY} - stroke={color} - strokeWidth="5" - strokeDasharray="10,10" - markerEnd="url(#forceArrow)" - /> - )} - {force.component == false && ( - <line - 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, - }} - > - {force.description && <p>{force.description}</p>} - {!force.description && <p>Force</p>} - {this.props.showForceMagnitudes && ( - <p>{Math.round(100 * force.magnitude) / 100} N</p> + <p + style={{ + position: 'absolute', + left: Math.round(this.props.xMax * 0.5 - 200 + this.props.wedgeWidth - 80) + '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> )} - </div> + {!this.state.dragging && this.props.showAcceleration && ( + <div> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <defs> + <marker id="accArrow" markerWidth="10" markerHeight="10" refX="0" refY="3" orient="auto" markerUnits="strokeWidth"> + <path d="M0,0 L0,6 L9,3 z" fill="green" /> + </marker> + </defs> + <line + x1={this.state.xPosition + this.props.radius} + y1={this.state.yPosition + this.props.radius} + x2={this.state.xPosition + this.props.radius + this.getNewAccelerationX(this.props.updatedForces) * 15} + y2={this.state.yPosition + this.props.radius + this.getNewAccelerationY(this.props.updatedForces) * 15} + stroke={'green'} + strokeWidth="5" + markerEnd="url(#accArrow)" + /> + </svg> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: this.state.xPosition + this.props.radius + this.state.xAccel * 15 + 25 + 'px', + top: this.state.yPosition + this.props.radius + this.state.yAccel * 15 + 70 + 'px', + lineHeight: 1, + }}> + <p> + {Math.round(100 * Math.sqrt(this.state.xAccel * this.state.xAccel + this.state.yAccel * this.state.yAccel)) / 100} m/s + <sup>2</sup> + </p> + </div> + </div> + </div> + )} + {!this.state.dragging && this.props.showVelocity && ( + <div> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: 0, + top: 0, + }}> + <svg width={this.props.xMax + 'px'} height={this.props.layoutDoc._height + 'px'}> + <defs> + <marker id="velArrow" markerWidth="10" markerHeight="10" refX="0" refY="3" orient="auto" markerUnits="strokeWidth"> + <path d="M0,0 L0,6 L9,3 z" fill="blue" /> + </marker> + </defs> + <line + x1={this.state.xPosition + this.props.radius} + y1={this.state.yPosition + this.props.radius} + x2={this.state.xPosition + this.props.radius + this.state.xVelocity * 7} + y2={this.state.yPosition + this.props.radius + this.state.yVelocity * 7} + stroke={'blue'} + strokeWidth="5" + markerEnd="url(#velArrow)" + /> + </svg> + <div + style={{ + pointerEvents: 'none', + position: 'absolute', + left: this.state.xPosition + this.props.radius + this.state.xVelocity * 7 + 25 + 'px', + top: this.state.yPosition + this.props.radius + this.state.yVelocity * 7 + 'px', + lineHeight: 1, + }}> + <p>{Math.round(100 * Math.sqrt(this.props.displayXVelocity * this.props.displayXVelocity + this.props.displayYVelocity * this.props.displayYVelocity)) / 100} m/s</p> + </div> + </div> + </div> + )} + {!this.state.dragging && + this.props.showComponentForces && + this.props.componentForces.map((force, index) => { + if (force.magnitude < this.epsilon) { + return; + } + let arrowStartY: number = this.state.yPosition + this.props.radius; + const arrowStartX: number = this.state.xPosition + this.props.radius; + let arrowEndY: number = arrowStartY - Math.abs(force.magnitude) * 20 * Math.sin((force.directionInDegrees * Math.PI) / 180); + const arrowEndX: number = arrowStartX + Math.abs(force.magnitude) * 20 * Math.cos((force.directionInDegrees * Math.PI) / 180); + + let color = '#0d0d0d'; + + let labelTop = arrowEndY; + let labelLeft = arrowEndX; + if (force.directionInDegrees > 90 && force.directionInDegrees < 270) { + labelLeft -= 120; + } else { + labelLeft += 30; + } + if (force.directionInDegrees >= 0 && force.directionInDegrees < 180) { + labelTop += 40; + } else { + labelTop -= 40; + } + labelTop = Math.min(labelTop, this.props.yMax + 50); + labelTop = Math.max(labelTop, this.props.yMin); + labelLeft = Math.min(labelLeft, this.props.xMax - 60); + labelLeft = Math.max(labelLeft, this.props.xMin); + + return ( + <div key={index}> + <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.props.layoutDoc._height + 'px'}> + <defs> + <marker id="forceArrow" 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> + {force.component == true && <line x1={arrowStartX} y1={arrowStartY} x2={arrowEndX} y2={arrowEndY} stroke={color} strokeWidth="5" strokeDasharray="10,10" markerEnd="url(#forceArrow)" />} + {force.component == false && <line 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, + }}> + {force.description && <p>{force.description}</p>} + {!force.description && <p>Force</p>} + {this.props.showForceMagnitudes && <p>{Math.round(100 * force.magnitude) / 100} N</p>} + </div> + </div> + ); + })} + {!this.state.dragging && + this.props.showForces && + this.props.updatedForces && + this.props.updatedForces.map((force, index) => { + if (force.magnitude < this.epsilon) { + return; + } + let arrowStartY: number = this.state.yPosition + this.props.radius; + const arrowStartX: number = this.state.xPosition + this.props.radius; + let arrowEndY: number = arrowStartY - Math.abs(force.magnitude) * 20 * Math.sin((force.directionInDegrees * Math.PI) / 180); + const arrowEndX: number = arrowStartX + Math.abs(force.magnitude) * 20 * Math.cos((force.directionInDegrees * Math.PI) / 180); + + let color = '#0d0d0d'; + + let labelTop = arrowEndY; + let labelLeft = arrowEndX; + if (force.directionInDegrees > 90 && force.directionInDegrees < 270) { + labelLeft -= 120; + } else { + labelLeft += 30; + } + if (force.directionInDegrees >= 0 && force.directionInDegrees < 180) { + labelTop += 40; + } else { + labelTop -= 40; + } + labelTop = Math.min(labelTop, this.props.yMax + 50); + labelTop = Math.max(labelTop, this.props.yMin); + labelLeft = Math.min(labelLeft, this.props.xMax - 60); + labelLeft = Math.max(labelLeft, this.props.xMin); + + return ( + <div key={index}> + <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.props.layoutDoc._height + 'px'}> + <defs> + <marker id="forceArrow" 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> + {force.component == true && <line x1={arrowStartX} y1={arrowStartY} x2={arrowEndX} y2={arrowEndY} stroke={color} strokeWidth="5" strokeDasharray="10,10" markerEnd="url(#forceArrow)" />} + {force.component == false && <line 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, + }}> + {force.description && <p>{force.description}</p>} + {!force.description && <p>Force</p>} + {this.props.showForceMagnitudes && <p>{Math.round(100 * force.magnitude) / 100} N</p>} + </div> + </div> + ); + })} </div> - ); - })} - </div> - )} -}; + ); + } +} |