living-together/source/Behavior/Dynamics.ts

120 lines
4.2 KiB
TypeScript

import { Behavior } from "@Model/Behavior";
import Group from "@Model/Group";
import Individual from "@Model/Individual";
import { Model } from "@Model/Model";
type IDynamicsBehaviorParameter = {
mass: "number",
maxAcceleration: "number",
maxVelocity: "number",
resistance: "number"
}
type IDynamicsBehaviorEvent = {}
class Dynamics extends Behavior<IDynamicsBehaviorParameter, IDynamicsBehaviorEvent> {
public override behaviorId: string = "Dynamics";
public override behaviorName: string = "$Title";
public override iconName: string = "Running";
public override describe: string = "$Intro";
public override category: string = "$Physics";
public override parameterOption = {
mass: { name: "$Mass", type: "number", defaultValue: 1, numberStep: .01, numberMin: .001 },
maxAcceleration: { name: "$Max.Acceleration", type: "number", defaultValue: 5, numberStep: .1, numberMin: 0 },
maxVelocity: { name: "$Max.Velocity", type: "number", defaultValue: 10, numberStep: .1, numberMin: 0 },
resistance: { name: "$Resistance", type: "number", defaultValue: 0.5, numberStep: .1, numberMin: 0 }
};
public override finalEffect(individual: Individual, group: Group, model: Model, t: number): void {
// 计算当前速度
const currentV = individual.vectorLength(individual.velocity);
// 计算阻力
const resistance = currentV * currentV * this.parameter.resistance;
// 应用阻力
if (currentV) {
individual.applyForce(
(- individual.velocity[0] / currentV) * resistance,
(- individual.velocity[1] / currentV) * resistance,
(- individual.velocity[2] / currentV) * resistance
);
}
// 计算加速度
individual.acceleration[0] = individual.force[0] / this.parameter.mass;
individual.acceleration[1] = individual.force[1] / this.parameter.mass;
individual.acceleration[2] = individual.force[2] / this.parameter.mass;
// 加速度约束
const lengthA = individual.vectorLength(individual.acceleration);
if (lengthA > this.parameter.maxAcceleration) {
individual.acceleration[0] = individual.acceleration[0] * this.parameter.maxAcceleration / lengthA;
individual.acceleration[1] = individual.acceleration[1] * this.parameter.maxAcceleration / lengthA;
individual.acceleration[2] = individual.acceleration[2] * this.parameter.maxAcceleration / lengthA;
}
// 计算速度
individual.velocity[0] = individual.velocity[0] + individual.acceleration[0] * t;
individual.velocity[1] = individual.velocity[1] + individual.acceleration[1] * t;
individual.velocity[2] = individual.velocity[2] + individual.acceleration[2] * t;
// 速度约束
const lengthV = individual.vectorLength(individual.velocity);
if (lengthV > this.parameter.maxVelocity) {
individual.velocity[0] = individual.velocity[0] * this.parameter.maxVelocity / lengthV;
individual.velocity[1] = individual.velocity[1] * this.parameter.maxVelocity / lengthV;
individual.velocity[2] = individual.velocity[2] * this.parameter.maxVelocity / lengthV;
}
// 应用速度
individual.position[0] = individual.position[0] + individual.velocity[0] * t;
individual.position[1] = individual.position[1] + individual.velocity[1] * t;
individual.position[2] = individual.position[2] + individual.velocity[2] * t;
// 清除受力
individual.force[0] = 0;
individual.force[1] = 0;
individual.force[2] = 0;
};
public override terms: Record<string, Record<string, string>> = {
"$Title": {
"ZH_CN": "动力学",
"EN_US": "Dynamics"
},
"$Intro": {
"ZH_CN": "一切可以运动物体的必要行为,执行物理法则。",
"EN_US": "All necessary behaviors that can move objects and implement the laws of physics."
},
"$Mass": {
"ZH_CN": "质量 (Kg)",
"EN_US": "Mass (Kg)"
},
"$Max.Acceleration": {
"ZH_CN": "最大加速度 (m/s²)",
"EN_US": "Maximum acceleration (m/s²)"
},
"$Max.Velocity": {
"ZH_CN": "最大速度 (m/s)",
"EN_US": "Maximum velocity (m/s)"
},
"$Resistance": {
"ZH_CN": "阻力系数",
"EN_US": "Resistance coefficient"
},
"$Physics": {
"ZH_CN": "物理",
"EN_US": "Physics"
}
};
}
export { Dynamics };