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class Pendulum {
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X: Vector[] = [];
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V: Vector[] = [];
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size: number;
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constructor(readonly M: number[], readonly L: number[], readonly color: p5.Color) {
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console.assert(M.length === L.length, M, L, "Masses and Lengths are not of equal length!");
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this.size = M.length;
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let currentPosition = new Vector(0, 0);
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for (let i = 0; i < this.size; i++){
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let a = Math.sqrt(L[i] * L[i] / 2);
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currentPosition.addC(-L[i], 0);
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this.X.push(currentPosition.copy());
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this.V.push(new Vector(0, 0));
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}
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}
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// using position based dynamics
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update(h: number) {
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const subSteps = 50;
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h /= subSteps;
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for (let k = 0; k < subSteps; k++) {
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// Classic PBD needs multiple loops
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// Here, I can put all operations safely into one single loop,
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// because the positions and velocities in X, V are sorted
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// from the pendulum's origin to it's end which means
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// that only direct neighbours affect each other
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let previousP = new Vector(0, 0);
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for (let i = 0; i < this.size; i++) {
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// apply external force (gravity)
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this.V[i].addC(0, manager.gravity * h * 50);
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// euler step
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let currentP = Vector.Add(this.X[i],Vector.Mult(this.V[i], h));
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// solve distance constraint
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let w1 = i === 0 ? 0 : 1 / this.M[i - 1];
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let w2 = 1 / this.M[i];
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let s = Vector.Sub(previousP, currentP);
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let n = s.copy();
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n.normalize();
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let l = s.mag();
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let deltaP1 = Vector.Mult(n, -w1 / (w1 + w2) * (l - this.L[i]));
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let deltaP2 = Vector.Mult(n, w2 / (w1 + w2) * (l - this.L[i]));
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previousP.add(deltaP1);
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currentP.add(deltaP2);
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// integrate
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if (i > 0){
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this.V[i - 1] = Vector.Mult(Vector.Sub(previousP, this.X[i - 1]), 1 / h);
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this.X[i - 1] = previousP;
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}
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previousP = currentP;
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}
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this.V[this.size - 1] = Vector.Mult(Vector.Sub(previousP, this.X[this.size - 1]), 1 / h);
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this.X[this.size - 1] = previousP;
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}
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}
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draw(){
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p.push();
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p.stroke(this.color);
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p.strokeWeight(1);
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p.fill(255);
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let p1 = new Vector(0, 0);
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for (let p2 of this.X){
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p.line(p1.x, p1.y, p2.x, p2.y);
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p1 = p2.copy();
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}
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for (let p2 of this.X){
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p.ellipse(p2.x, p2.y, 10, 10);
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}
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p.pop();
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}
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}
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