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@syg
Created February 26, 2013 21:29
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"bodyVelocityLoopified": function bodyVelocityLoopified(index) {
var pos = NBody.private.pos;
var data = NBody.private.vel;
var deltaTime = NBody.Constant.deltaTime;
var epsSqr = NBody.Constant.epsSqr;
var time = NBody.time;
var shape = data.shape[0];
var newVel;
var newX, newY, newZ, newM;
var newX2, newY2, newZ2, newM2;
var cX = Math.cos(time / 22) * -4200;
var cY = Math.sin(time / 14) * 9200;
var cZ = Math.sin(time / 27) * 6000;
// pull to center
var maxDistance = 3400;
var pullStrength = .042;
var speedLimit = 8;
// zones
var zone = 400;
var repel = 100;
var align = 300;
var attract = 100;
if (time < 500) {
speedLimit = .01;
var attractPower = 100.9;
}
else {
speedLimit = .01;
attractPower = 10.9;
}
var zoneSqrd = zone * zone + zone * zone + zone * zone;
var accX = 0, accY = 0, accZ = 0;
var accX2 = 0, accY2 = 0, accZ2 = 0;
var i;
var debug = 0;
// define particle 1 center distance
var dirToCenterX = cX - pos.get(index)[0];
var dirToCenterY = cY - pos.get(index)[1];
var dirToCenterZ = cZ - pos.get(index)[2];
var distanceSquaredTo = dirToCenterX * dirToCenterX + dirToCenterY * dirToCenterY + dirToCenterZ * dirToCenterZ;
var distToCenter = Math.sqrt(distanceSquaredTo);
// orient to center
if (distToCenter > maxDistance) {
var vel = (distToCenter - maxDistance) * pullStrength;
if (time < 200)
vel = .2;
else vel = (distToCenter - maxDistance) * pullStrength;
accX += (dirToCenterX / distToCenter) * vel;
accY += (dirToCenterY / distToCenter) * vel;
accZ += (dirToCenterZ / distToCenter) * vel;
}
for (i = 0; i < shape; i = i + 1) {
// DIRS P1
var rx = pos.get(i)[0] - pos.get(index)[0];
var ry = pos.get(i)[1] - pos.get(index)[1];
var rz = pos.get(i)[2] - pos.get(index)[2];
// make shure we are not testing the particle against its own position
var areSame = 0;
if (pos.get(i)[0] == pos.get(index)[0] && pos.get(i)[1] == pos.get(index)[1] && pos.get(i)[2] == pos.get(index)[2])
areSame += 1;
var distSqrd = rx * rx + ry * ry + rz * rz;
// cant use eqals to test, only <= or >= WTF
if (distSqrd < zoneSqrd && areSame <= 0) {
var length = Math.sqrt(distSqrd);
var percent = distSqrd / zoneSqrd;
if (distSqrd < align) { //align
var threshDelta = align - repel;
var adjustedPercent = (percent - repel) / threshDelta;
var Q = (.5 - Math.cos(adjustedPercent * 3.14159265 * 2) * .5 + .5) * 100.9;
// get velocity 2
var velX2 = data.get(i)[4];
var velY2 = data.get(i)[5];
var velZ2 = data.get(i)[6];
var velLength2 = Math.sqrt(velX2 * velX2 + velY2 * velY2 + velZ2 * velZ2);
// normalize vel2 and multiply by factor
velX2 = (velX2 / velLength2) * Q;
velY2 = (velY2 / velLength2) * Q;
velZ2 = (velZ2 / velLength2) * Q;
// get own velocity
var velX = data.get(i)[0];
var velY = data.get(i)[1];
var velZ = data.get(i)[2];
var velLength = Math.sqrt(velX * velX + velY * velY + velZ * velZ);
// normalize own velocity
velX = (velX / velLength) * Q;
velY = (velY / velLength) * Q;
velZ = (velZ / velLength) * Q;
accX += velX2;
accY += velY2;
accZ += velZ2;
accX2 += velX;
accY2 += velY;
accZ2 += velZ;
} else { // attract
var threshDelta2 = 1 - align;
var adjustedPercent2 = (percent - align) / threshDelta2;
var C = (1 - (Math.cos(adjustedPercent2 * 3.14159265 * 2) * 0.5 + 0.5)) * attractPower;
// normalize the distance vector
var dx = (rx / (length)) * C;
var dy = (ry / (length)) * C;
var dz = (rz / (length)) * C;
debug = 1.1;
accX += dx;
accY += dy;
accZ += dz;
accX2 -= dx;
accY2 -= dy;
accZ2 -= dz;
}
}
}
// Speed limits
var accSquared = accX * accX + accY * accY + accZ * accZ;
if (accSquared > speedLimit) {
accX = accX * .015;
accY = accY * .015;
accZ = accZ * .015;
}
var accSquared2 = accX2 * accX2 + accY2 * accY2 + accZ2 * accZ2;
if (accSquared2 > speedLimit) {
accX2 = accX2 * .015;
accY2 = accY2 * .015;
accZ2 = accZ2 * .015;
}
// Caclulate new velocity
newX = (data.get(index)[0]) + accX;
newY = (data.get(index)[1]) + accY;
newZ = (data.get(index)[2]) + accZ;
newX2 = (data.get(index)[3]) + accX2;
newY2 = (data.get(index)[4]) + accY2;
newZ2 = (data.get(index)[5]) + accZ2;
return [newX, newY, newZ, newX2, newY2, newZ2];
},
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