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  • §

    Spring factory

    Spring objects are used to define a constraint (connection) between two particles in a system.

  • §

    Imports

    import { constructors, particle } from '../core/library.js';
    
    import { doCreate, mergeOver, pushUnique, λnull, Ωempty } from '../helper/utilities.js';
    
    import { releaseVector, requestVector } from '../untracked-factory/vector.js';
    
    import baseMix from '../mixin/base.js';
  • §

    Shared constants

    import { T_PARTICLE } from '../helper/shared-vars.js';
  • §

    Local constants

    const SPRING = 'spring',
        T_SPRING = 'Spring';
  • §

    Spring constructor

    const Spring = function (items = Ωempty) {
    
        this.makeName(items.name);
        this.register();
    
        this.set(this.defs);
    
        this.set(items);
    
        if (!this.action) this.action = λnull;
    
        return this;
    };
  • §

    Spring prototype

    const P = Spring.prototype = doCreate();
    P.type = T_SPRING;
    P.lib = SPRING;
    P.isArtefact = false;
    P.isAsset = false;
  • §

    Mixins

    baseMix(P);
  • §

    Spring attributes

    const defaultAttributes = {
  • §

    particleFrom, particleTo - String name of a Particle, or the Particle object itself. These attributes hold references to the Particle objects involved in this constraint.

        particleFrom: null,
        particleFromIsStatic: false,
    
        particleTo: null,
        particleToIsStatic: false,
  • §

    springConstant - float Number. Larger values make the spring stiffer. Suggested values: 5 - 300

        springConstant: 50,
  • §

    damperConstant - float Number. Larger values forces the spring to take a longer time to come to equilibrium. Suggested values: 5 - 50

        damperConstant: 10,
  • §

    restLength - The spring’s ideal length - the further away from its ideal, the more force the spring will apply to its connected body objects to get them back to their optimal distance

        restLength: 1,
    };
    P.defs = mergeOver(P.defs, defaultAttributes);
  • §

    Packet management

    P.packetObjects = pushUnique(P.packetObjects, ['particleFrom', 'particleTo']);
  • §

    Clone management

    No additional clone functionality required

  • §

    Kill management

    P.kill = function () {
    
        this.deregister();
    
        return true;
    };
  • §

    Get, Set, deltaSet

    const S = P.setters;
  • §

    particleFrom, particleTo

    S.particleFrom = function (item) {
    
        if (item.substring) item = particle[item];
    
        if (item && item.type === T_PARTICLE) this.particleFrom = item;
    };
    S.particleTo = function (item) {
    
        if (item.substring) item = particle[item];
    
        if (item && item.type === T_PARTICLE) this.particleTo = item;
    };
  • §

    Prototype functions

    applySpring - internal function

    P.applySpring = function () {
    
        const {particleFrom, particleTo, particleFromIsStatic, particleToIsStatic, springConstant, damperConstant, restLength} = this;
    
        if (particleFrom && particleTo) {
    
            const {position: fromPosition, velocity: fromVelocity, load: fromLoad} = particleFrom;
            const {position: toPosition, velocity: toVelocity, load: toLoad} = particleTo;
    
            const dVelocity = requestVector(toVelocity).vectorSubtract(fromVelocity),
                dPosition = requestVector(toPosition).vectorSubtract(fromPosition);
    
            const firstNorm = requestVector(dPosition).normalize(),
                secondNorm = requestVector(firstNorm);
    
            firstNorm.scalarMultiply(springConstant * (dPosition.getMagnitude() - restLength));
            dVelocity.vectorMultiply(secondNorm).scalarMultiply(damperConstant).vectorMultiply(secondNorm);
    
            const force = requestVector(firstNorm).vectorAdd(dVelocity);
    
            if (!particleFromIsStatic) fromLoad.vectorAdd(force);
            if (!particleToIsStatic) toLoad.vectorSubtract(force);
    
            releaseVector(dVelocity, dPosition, firstNorm, secondNorm, force);
        }
    };
  • §

    Factory

    scrawl.makeNet({
    
        name: 'test-net',
    
        generate: function () {
    
            let { name, particleStore, springs, springConstant, damperConstant } = this;
    
            let leftParticle, rightParticle;
    
            // generate particles
            leftParticle = makeParticle({
    
                name: `${name}-left`,
    
                positionX: 0,
                positionY: 0,
            });
    
            rightParticle = leftParticle.clone({
    
                name: `${name}-right`,
                positionX: 100,
            });
    
            leftParticle.run(0, 0, false);
            rightParticle.run(0, 0, false);
    
            particleStore.push(leftParticle, rightParticle);
    
            // generate spring
            let mySpring = makeSpring({
    
                name: `${name}-link-${i}-${i+1}`,
    
                particleFrom: leftParticle,
                particleTo: rightParticle,
    
                springConstant,
                damperConstant,
    
                restLength: 100,
            });
    
            springs.push(mySpring);
        },
    
        ...
    
    }).run();
    
    export const makeSpring = function (items) {
    
        if (!items) return false;
        return new Spring(items);
    };
    
    constructors.Spring = Spring;