website/experiments/flight/index.html

241 lines
8.0 KiB
HTML

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