mirror of
https://github.com/osmarks/website
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241 lines
8.0 KiB
HTML
241 lines
8.0 KiB
HTML
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---
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title: Flying Thing
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description: Fly an ominous flying square around above some ground! Includes special relativity!
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---
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<style>
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body {
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box-sizing: border-box;
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font-family: 'Fira Sans', 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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}
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#controls {
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border: 1px solid blue;
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padding: 1em;
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margin: 1em;
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}
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#controls select {
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border: 1px solid blue;
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padding: 0.2em;
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}
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#container {
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display: flex;
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}
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</style>
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<div id="container">
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<canvas id="thing" width=800 height=800></canvas>
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<div id="controls-container">
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<div id="controls">
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<label><select name="mechanics"><option>Relativistic</option><option>Newtonian</option><option>Aristotlean</option></select> Mechanics</label><br>
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<label><select name="ground"><option>Noise</option><option>Time-Varying</option><option>Flat</option><option>Triangles</option><option>Catenary</option></select> Ground</label><br>
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<label><select name="controls"><option>Absolute Orientation</option><option>Relative Orientation</option></select> Controls</label><br>
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<label><select name="restitution"><option>1</option><option>< 1</option><option>> 1</option></select> e</label><br>
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<label><select name="gravity"><option>Normal</option><option>High</option><option>Off</option></select> Gravity</label>
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</div>
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</div>
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</div>
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<script>
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var settings = {}
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for (const input of document.querySelectorAll("#controls input, #controls select")) {
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const read = () => { settings[input.getAttribute("name")] = input.getAttribute("type") === "checkbox" ? input.checked : input.value }
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read()
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input.addEventListener("input", read)
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}
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var ctx = window.thing.getContext("2d")
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const angleToVec = theta => [Math.cos(theta), Math.sin(theta)]
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const zipWith = (f, xs, ys) => xs.map((x, i) => f(x, ys[i]))
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const sum = xs => xs.reduce((a, y) => a + y, 0)
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const vecAdd = (a, b) => zipWith((x, y) => x + y, a, b)
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const hadamardProduct = (a, b) => zipWith((x, y) => x * y, a, b)
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const scalarMult = (a, n) => a.map(x => x * n)
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const dotProduct = (a, b) => sum(hadamardProduct(a, b))
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const vecLength = a => Math.sqrt(sum(a.map(x => x ** 2)))
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const normalize = a => scalarMult(a, 1/vecLength(a))
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function vsub(x, y) { return vecAdd(x, scalarMult(y, -1)) }
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function derivativeApproximation(f, a) {
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var delta = 0.000001
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return (f(a + delta) - f(a)) / delta
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}
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const rotate90CW = ([x, y]) => [y, -x]
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var pixelDimensions = [window.thing.width, window.thing.height]
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var position = [0.5, 0.5]
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var velocity = [0, 0]
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var keys = {}
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window.onkeydown = ev => {
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keys[ev.key] = true
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}
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window.onkeyup = ev => {
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keys[ev.key] = false
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}
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const toScreen = v => hadamardProduct(v, pixelDimensions)
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function draw(start, end, color) {
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ctx.fillStyle = color
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var start = toScreen(start)
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var end = toScreen(end)
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ctx.fillRect(start[0], start[1], end[0] - start[0], end[1] - start[1])
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}
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function drawLine(color, start, ...points) {
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ctx.lineWidth = 2
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ctx.strokeStyle = color
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ctx.beginPath()
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var s = toScreen(start)
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ctx.moveTo(s[0], s[1])
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for (const point of points) {
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var p = toScreen(point)
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ctx.lineTo(p[0], p[1])
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}
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ctx.stroke()
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}
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var SPEED_OF_LIGHT = 0.01
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const gamma = v => (1 - (v/SPEED_OF_LIGHT)**2) ** (-0.5)
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const gammaDerivative = v => (v/(SPEED_OF_LIGHT**2))*((1-(v/SPEED_OF_LIGHT)**2)**(-1.5))
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const noiseSeed = Math.random() * (2**32-1)
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const hash = (str, seed = 0) => {
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let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed
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for (let i = 0, ch; i < str.length; i++) {
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ch = str.charCodeAt(i)
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h1 = Math.imul(h1 ^ ch, 2654435761)
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h2 = Math.imul(h2 ^ ch, 1597334677)
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}
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h1 = Math.imul(h1 ^ (h1>>>16), 2246822507) ^ Math.imul(h2 ^ (h2>>>13), 3266489909)
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h2 = Math.imul(h2 ^ (h2>>>16), 2246822507) ^ Math.imul(h1 ^ (h1>>>13), 3266489909)
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return 4294967296 * (2097151 & h2) + (h1>>>0)
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}
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const cartesianProduct = (xs, ys) => xs.flatMap(x => ys.map(y => [x, y]))
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const gradients = cartesianProduct([-1, -0.5, 0.5, 1], [-1, -0.5, 0.5, 1]).map(normalize)
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const gradientFor = (x, y) => gradients[hash(x+"."+y, noiseSeed) % gradients.length]
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const interpolate = (a0, a1, w) => (a1 - a0) * (3.0 - w * 2.0) * w * w + a0
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const perlin = (x, y) => {
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const i = Math.floor(x), j = Math.floor(y)
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const u = x - i, v = y - j
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const n00 = dotProduct(gradientFor(i, j), [u, v])
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const n01 = dotProduct(gradientFor(i + 1, j), [u - 1, v])
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const n10 = dotProduct(gradientFor(i, j + 1), [u, v - 1])
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const n11 = dotProduct(gradientFor(i + 1, j + 1), [u - 1, v - 1])
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return interpolate(interpolate(n00, n01, u), interpolate(n10, n11, u), v)
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}
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const GROUND_FUNCTIONS = {
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"Time-Varying": x => perlin(x * 10, x * 10 + Date.now() / 10000) * 0.25 + 0.75,
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"Noise": x => perlin(x * 10, x * 10) * 0.25 + 0.75,
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"Flat": x => 0.75,
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"Triangles": x => 0.25*(Math.abs(10*x-Math.floor(10*x)-0.5)) + 0.75,
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"Catenary": x => 1.3-Math.cosh(x-0.5)*0.5
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}
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const E_COEFFICIENTS = {
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"1": 1,
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"< 1": 0.5,
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"> 1": 1.5
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}
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const GRAVITY = {
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"Normal": 0.0001,
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"High": 0.0005,
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"Off": 0
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}
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var direction = -Math.PI/2
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var lastTime
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var SIMITERS = 1
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function loop(timestamp) {
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if (lastTime) {
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var timestep = timestamp - lastTime
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var scaling = 0.5 * timestep / 16.666666666666666666666666666666666666666
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lastTime = timestamp
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} else {
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requestAnimationFrame(loop)
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lastTime = timestamp
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return
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}
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var groundFunc = GROUND_FUNCTIONS[settings.ground]
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var reldir = settings.controls === "Relative Orientation"
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const scale = x => scalarMult(x, scaling)
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draw([0, 0], [1, 1], "black")
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ctx.fillStyle = "gray"
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for (let i = 0; i < pixelDimensions[0]; i++) {
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var gameX = i / pixelDimensions[0]
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var gameH = groundFunc(gameX)
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var pixelH = gameH * pixelDimensions[1]
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ctx.fillRect(i, pixelH, 1, pixelDimensions[1] - pixelH)
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}
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drawLine("green", position, vecAdd(position, scalarMult(velocity, 20)))
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if (reldir) {
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drawLine("blue", position, vecAdd(position, scalarMult(angleToVec(direction), 0.05)))
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}
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draw(vsub(position, [-0.005, -0.005]), vsub(position, [0.005, 0.005]), "white")
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scaling /= SIMITERS
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for (var i = 0; i < SIMITERS; i++) {
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position = vecAdd(scale(velocity), position)
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var force = [0, GRAVITY[settings.gravity]]
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if (keys["w"]) {
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if (reldir) {
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force = vecAdd(force, scalarMult(angleToVec(direction), 0.001))
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} else {
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force = vecAdd(force, [0, -0.001])
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}
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}
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if (keys["a"]) {
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if (reldir) {
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direction -= 0.05
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} else {
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force = vecAdd(force, [-0.0005, 0])
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}
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}
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if (keys["d"]) {
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if (reldir) {
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direction += 0.05
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} else {
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force = vecAdd(force, [0.0005, 0])
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}
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}
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if (keys["s"]) {
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if (reldir) {
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force = vecAdd(force, scalarMult(angleToVec(direction), -0.0005))
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} else {
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force = vecAdd(force, [0, 0.0005])
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}
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}
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var divisor = settings.mechanics === "Relativistic" ? gamma(vecLength(velocity)) ** 3 : 1 //gamma(vecLength(velocity)) + gammaDerivative(vecLength(velocity)) * vecLength(velocity)
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if (isNaN(divisor)) {
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console.log("luminal limit exceeded, resetting")
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divisor = 1
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velocity = [0, 0]
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}
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var velocityChange = scalarMult(scale(force), 1/divisor)
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//console.log(gamma(vecLength(velocity)), velocity, velocityChange)
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if (settings.mechanics === "Aristotlean") {
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velocity = scalarMult(velocityChange, 60)
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} else {
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velocity = vecAdd(velocity, velocityChange)
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}
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if (position[1] > 1) { position[1] = 0 }
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if (position[1] < 0) { position[1] = 1 }
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if (position[0] > 1) { position[0] = 0 }
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if (position[0] < 0) { position[0] = 1 }
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//console.log(GROUND(position[0]), position[0])
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if (position[1] > groundFunc(position[0])) {
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var groundVector = normalize([1, derivativeApproximation(groundFunc, position[0])])
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var normalVector = rotate90CW(groundVector)
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velocity = vecAdd(scalarMult(groundVector, dotProduct(velocity, groundVector)),
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scalarMult(normalVector, -E_COEFFICIENTS[settings.restitution] * dotProduct(velocity, normalVector)))
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position[1] = groundFunc(position[0])
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}
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}
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requestAnimationFrame(loop)
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}
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requestAnimationFrame(loop)
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</script>
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