Ball physics

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3,874 Kb
Views
30,360

How do I make an ball physics?

I made a bungee rope and a few hundred balls bounce around and a ball on the end of bungee rope. It actually simulates/displays the physics of panning for gold. When panning for gold the non gold materials are less dense so they take up more space for how much they weigh and the gold sinks to the bottom of the pan when allowed to slide past the other pieces with water.. What is a ball physics? How do you make a ball physics? This script and codes were developed by Darby Rathbone on 03 October 2022, Monday.

Ball physics Previews

Ball physics - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>ball physics</title>
</head>
<body> <script src="js/index.js"></script>
</body>
</html>

Ball physics - Script Codes JS Codes

var Vector = (function () { function Vector(x, y) { this.x = x; this.y = y; this.prevmag = 1 }; return Vector
})();
Vector.prototype = { toString: function () { return "[" + this.x + "," + this.y + "]" }, mag: function () { return Math.sqrt((this.x * this.x) + (this.y * this.y)) }, mult: function (k) { this.x = this.x * k; this.y = this.y * k; return this.toString() }, div: function (k) { this.x = (this.x) / k; this.y = (this.y) / k; return this.toString() }, norm: function () { this.prevmag = this.mag(); this.div((this.mag())); return this.toString() }, add: function (a) { this.x = this.x + a.x; this.y = this.y + a.y; return this.toString() }, sub: function (a) { this.x = this.x - a.x; this.y = this.y - a.y; return this.toString() }, direction: function () { return Math.atan2(this.y, this.x) }, dot: function (a) { return (a.x * this.x) + (a.y * this.y) }
};
var Position = (function () { function Position(x, y) { this.x = x; this.y = y; this.velocity = new Vector(0, 0); this.xMax = 100; this.yMax = 100; this.radius = 10; this.accel = new Vector(0, 0) }; return Position
})(), Spring = (function () { function Spring(k, d, a) { this.end1 = null; this.end2 = null; this.k = k; this.d = d; this.len = a }; return Spring })();
Spring.prototype = { force: function () { return new Vector(this.k * (this.end1.x - this.end2.x - this.len), this.k * (this.end1.y - this.end2.y - this.len)) }, damper: function () { return (new Vector(this.d * (this.end1.velocity.x - this.end2.velocity.x), this.d * (this.end1.velocity.y - this.end2.velocity.y))) }, calculate: function (a, b) { this.end1 = a; this.end2 = b; var c = new Vector(a.x - b.x, a.y - b.y), distan = c.mag(), x = a.x - b.x, y = a.y - b.y; a.velocity.x += -(((x - (this.len / distan)) / this.k) + ((x - (this.len / distan)) / this.d)) / (2.0 * this.d); a.velocity.y += -(((y - (this.len / distan)) / this.k) + ((y - (this.len / distan)) / this.d)) / (2.0 * this.d); b.velocity.x += (((x - (this.len / distan)) / this.k) + ((x - (this.len / distan)) / this.d)) / (2.0 * this.d); b.velocity.y += (((y - (this.len / distan)) / this.k) + ((y - (this.len / distan)) / this.d)) / (2.0 * this.d); a.velocity.mult(0.98); b.velocity.mult(0.98); return true }, length: function () { return Math.sqrt(this.end1.dist(this.end2)) }
};
Position.prototype = { impact: function (point2) { var point1 = this, normal = point1.toPoint(point2), normal2 = point2.toPoint(point1), tangent = new Vector(-normal.y, normal.x), tangent2 = new Vector(-normal2.y, normal2.x); normal.norm(); normal2.norm(); tangent.norm(); tangent2.norm(); var midpoint = new Vector(((point1.x + point2.x) / 2.0), (point1.y + point2.y) / 2.0); point1.x = midpoint.x - normal.x * (this.radius + 0.5); point1.y = midpoint.y - normal.y * (this.radius + 0.5); point2.x = midpoint.x - normal2.x * (point2.radius); point2.y = midpoint.y - normal2.y * (point2.radius); var v1n = normal.dot(point1.velocity), v1t = tangent.dot(point1.velocity), v2n = normal2.dot(point2.velocity), v2t = tangent2.dot(point2.velocity); normal.mult(v2n); //normal.mult(point1.velocity.mag); normal2.mult(v1n); //normal2.mult(point2.velocity.mag); tangent.mult(v1t); //tangent.mult(point1.velocity.mag); tangent2.mult(v2t); //tangent2.mult(point2.velocity.mag); var newv1 = new Vector(-(normal.x) + (tangent.x), -(normal.y) + (tangent.y)); var newv2 = new Vector(-(normal2.x) + (tangent2.x), -(normal2.y) + (tangent2.y)); point1.setvelocity(newv1); point2.setvelocity(newv2); }, checkBounds:function(){ var maxx = this.xMax; var maxy = this.yMax; if (this.x < 0) { this.x = (this.x ) * -1; this.velocity.x *= -1; this.velocity.mult(.9); } if (this.x > maxx) { this.x = maxx - ((this.x - maxx) ); this.velocity.x *= -1; this.velocity.mult(.9); } if (this.y > maxy) { this.y = maxy - ((this.y - maxy) ); this.velocity.y *= -1; this.velocity.mult(.9); } if (this.y < 0) { this.y = (this.y ) * -1; this.velocity.y *= -1; this.velocity.mult(.9); } }, getvelocity: function () { if (this.type === "ball" || this.movableanchor === "false" || typeof this.anchor === 'undefined') { return new Vector(this.velocity.x, this.velocity.y) } else { var t = this.anchor.getvelocity(); t.add(this.velocity); return new Vector(t.x, t.y) } }, display: function (c) { var a = c, p = this; a.beginPath(); var x = p.x|0, y = p.y|0, rx = this.radius, start = 0, end = 2 * Math.PI, anticlockwise = true; if (this.spring !== null) { a.moveTo(this.spring.end1.x|0, this.spring.end1.y|0); a.lineTo(this.spring.end2.x|0, this.spring.end2.y|0) } else a.arc(x|0, y|0, rx, start, end, anticlockwise); a.fillStyle = this.color; a.stroke(); a.fill(); }, dist: function (p) { return ((this.x - p.x) * (this.x - p.x) + (this.y - p.y) * (this.y - p.y)) }, step: function () { var vix= this.velocity.x, viy = this.velocity.y; this.velocity.x += this.accel.x*.1; this.velocity.y += this.accel.y*.1; this.x +=((vix*.1)+(this.velocity.x*.1))/2.0; this.y +=((viy*.1)+(this.velocity.y*.1))/2.0; }, toString: function () { return "[" + this.x + "," + this.y + "@" + this.velocity.toString + "]" }, toPoint: function (v) { return new Vector(-(this.x - v.x), -(this.y - v.y)) }, setvelocity: function (v) { this.velocity.x = v.x; this.velocity.y = v.y }
}
function displayp(p, q) { var a = can.getContext('2d'); a.beginPath(); var x = p.x|0, y = p.y|0, rx = 10, start = 0, end = 2 * Math.PI, anticlockwise = true; a.arc(x|0, y|0, rx, start, end, anticlockwise); a.stroke(); a.moveTo(x|0, y|0); a.lineTo((p.x + (p.velocity.x * 10.0))|0, (p.y + (p.velocity.y * 10.0))|0); a.stroke()
};
var bungiecount =8, can = document.createElement("canvas");
can.setAttribute("width", "500");
can.setAttribute("height", "500");
can.setAttribute("style", "transform: scale(0.70, 0.70);border-style:groove;border-width:4px;");
document.body.appendChild(can);
var balls = [];
for (var i = 0; i < bungiecount; i++) { balls.push(new Position(50, 50)); balls[balls.length - 1].xMax = can.width; balls[balls.length - 1].yMax = can.height; balls[balls.length - 1].velocity = new Vector(Math.random() - 0.5, Math.random() - 0.5); balls[balls.length - 1].velocity.mult(5.0); balls[balls.length - 1].radius = 20; balls[balls.length - 1].accel = new Vector(0, 10); balls[balls.length - 1].type = "pend"; balls[balls.length - 1].spring = new Spring(1, 1.5, 1.0); balls[balls.length - 1].color = "RGB(" + Math.round(Math.random() * 100) + "," + Math.round(Math.random() * 100) + "," + Math.round(Math.random() * 100) + ")"; if (i === 0) { balls[i].type = "ball"; balls[i].spring = null }
};
var ballcount = 200;
for (var i = 0; i < ballcount; i++) { balls.push(new Position(can.width * Math.random(), can.height * Math.random())); balls[balls.length - 1].velocity = new Vector(2 * Math.random() - 1, 2 * Math.random() - 1); balls[balls.length - 1].velocity.mult(2.0); balls[balls.length - 1].radius = 10; balls[balls.length - 1].xMax = can.width-balls[balls.length - 1].radius; balls[balls.length - 1].yMax = can.height-balls[balls.length - 1].radius; balls[balls.length - 1].accel = new Vector(0, 10); balls[balls.length - 1].type = "ball"; balls[balls.length - 1].spring = null
}
function repeater() { var c = can.getContext('2d'); c.clearRect(0, 0, can.width, can.height); for (var k = 0; k < balls.length; k++) { //balls[k].display(c); balls[k].step(); //balls[k].checkBounds(); //balls[k].display(c); balls[bungiecount-1].x = mx; balls[bungiecount-1].y = my; if (balls[k].type =="ball"){ balls[k].checkBounds();} } for (var k = 0; k < balls.length; k++) { //balls[k].display(c); if (balls[k].spring !==null ) { balls[k].spring.calculate(balls[k],balls[k-1]); }
if(balls[k].type =="ball")
{
for (var j = 0; j < ballcount; j++) { if(balls[j].type =="ball")
{ balls[k].checkBounds();balls[j].checkBounds(); if (k != j) { if (balls[k].dist(balls[j]) < (balls[k].radius+balls[j].radius)*(balls[k].radius+balls[j].radius)) { balls[k].impact(balls[j]); //balls[k].checkBounds();balls[j].checkBounds();
// balls[k].velocity.mult(.99); //balls[j].velocity.mult(.99); //balls[k].step(); //balls[j].step(); } } }
}
} //balls[k].checkBounds(); //balls[k].display(c); } for (var i = 0; i < balls.length; i++) { // balls[i].step(); balls[i].display(c); //balls[i].checkBounds();
balls[bungiecount-1].x = mx; balls[bungiecount-1].y = my; } requestAnimationFrame(repeater); };
var mx = 300, my = 300; requestAnimationFrame(repeater);
document.body.onmousemove = function mousemover(a) { mx = a.pageX; my = a.pageY
}
Ball physics - Script Codes
Ball physics - Script Codes
Home Page Home
Developer Darby Rathbone
Username blackkbot
Uploaded October 03, 2022
Rating 3.5
Size 3,874 Kb
Views 30,360
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Darby Rathbone (blackkbot) Script Codes
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