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10 commits

Author SHA1 Message Date
root
eeb1beaea3 fix: firefox scrollbar 2025-04-26 04:20:00 +00:00
root
e51d5df1dc cleanup 2025-04-26 04:15:57 +00:00
root
d0be92d50e charges should not have earth texture, lol 2025-04-26 04:12:57 +00:00
root
34e1de68f1 hide sphere; euler's forumla trick; cache faces 2025-04-26 04:08:27 +00:00
root
cec27160f4 convex polyhedron 2025-04-25 17:15:44 +00:00
root
838eae2cbf polyhedron alg progress: face separates vertices
the algorithm so far:
- select 3 vertices
- draw a triangle between them
- for all vertex pairs (non-triangle vertices):
-- draw a line between them
-- if line intersects with triangle plane, red
-- otherwise, green

if the line is red the two vertices are on other sides of the
triangle plane, and this triangle can't be a face, because we
want the polyhedron to be convex

to demo: press 9, press g, press space; press 9 over and over
2025-04-25 17:15:00 +00:00
root
620896fb49 begin drawing faces 2025-04-25 14:47:03 +00:00
root
c20044c459 skeleton 2025-04-25 08:58:35 +00:00
root
6cbdb04786 move charge repelling stuff to its own file 2025-04-25 08:57:27 +00:00
root
fb6b8aa33c adjust constant 2025-04-24 12:39:51 +00:00
3 changed files with 187 additions and 49 deletions

View file

@ -10,12 +10,14 @@ body {
padding: 0;
margin: 0;
background-color: #1b1b1b;
overflow-y: hidden;
}
</style>
</head>
<body>
<main>
</main>
<script src="thomson-problem.js"></script>
<script src="sketch.js"></script>
</body>
</html>

184
sketch.js
View file

@ -1,16 +1,33 @@
let charges = [];
let camera;
let red;
let charges = [];
let faces = [];
let sphere_mode = 'circles';
let sphere_radius = 200;
const SURFACE_NONE = 0;
const SURFACE_CIRCLES = 1;
const SURFACE_EARTH = 2;
let surface = SURFACE_CIRCLES;
let physics = false;
let skeleton = false;
let polyhedron = false;
function preload() {
earth = loadImage("atlas1.jpg");
earth_image = loadImage("atlas1.jpg");
}
function setup() {
createCanvas(600, 600, WEBGL);
createCanvas(windowWidth, windowHeight, WEBGL);
camera = createCamera();
red = color(0xbf, 0x00, 0x00);
}
function windowResized() {
resizeCanvas(windowWidth, windowHeight);
}
function draw() {
@ -18,51 +35,117 @@ function draw() {
background(50);
make_lights();
if (physics) {
move_charges();
}
if (physics) move_charges(charges);
draw_charges(sphere_radius);
if (skeleton) draw_skeleton(sphere_radius);
if (polyhedron) {
if (physics || faces.length === 0) find_faces();
draw_faces(sphere_radius);
}
draw_sphere(sphere_radius, 25);
}
function move_charges() {
for (charge of charges) {
charge.acceleration.setMag(0);
}
for (let i = 0; i < charges.length; i += 1) {
for (let j = 0; j < i; j += 1) {
const displacement = p5.Vector.sub(
charges[i].position,
charges[j].position,
function face_dist_sq([v1, v2, v3]) {
const center = p5.Vector.add(v1, v2).add(v3).mult(1 / 3);
return createVector(camera.eyeX, camera.eyeY, camera.eyeZ).sub(center).magSq();
};
function find_faces() {
faces = [];
for (let i = 2; i < charges.length; i += 1) {
for (let j = 1; j < i; j += 1) {
for (let k = 0; k < j; k += 1) {
// Check if p1 p2 p3 form a face of the convex polyhedron
// enclosing all vertices ...
const p1 = charges[i].position;
const p2 = charges[j].position;
const p3 = charges[k].position;
const normal = p5.Vector.sub(p2, p1).cross(p5.Vector.sub(p3, p1));
// ... by checking if the other vertices are on the same
// side of the plane generated by p1 p2 p3
let plane_separates_vertices = false;
let euler_formula = false;
for (let r = 1; r < charges.length; r += 1) {
for (let s = 0; s < r; s += 1) {
if (
r === i || r === j || r === k ||
s === i || s === j || s === k
) continue;
const q1 = charges[r].position;
const q2 = charges[s].position;
// Let l(t) := q1 + (q2 - q1) * t.
// L := { l(t) : 0 <= t <= 1 } is the line segment
// between q1 and q2. L intersects the plane
// generated by p1 p2 p3 iff l(t) intersects with
// the plane for some 0 <= t <= 1.
//
// If L intersects the plane, q1 and q2 are on
// opposite sides of the plane generated by p1 p2 p3,
// so p1 p2 p3 can't be a face. If we want the
// polyhedron to be convex. Which we do.
//
// A point k is on the plane generated by p1 p2 p3 iff
// dot(k - p1, normal) = 0. Let n := normal.
//
// dot(l(t) - p1, n) = 0
// iff dot(q1 + (q2 - q1) * t - p1, n) = 0
// iff dot(q1 - p1, n) + dot(q2 - q2, n) * t = 0
// iff t = dot(p1 - q1, n) / dot(q2 - q2, n)
const t = (
p5.Vector.dot(p5.Vector.sub(p1, q1), normal) /
p5.Vector.dot(p5.Vector.sub(q2, q1), normal)
);
const acceleration_mag = 1 / displacement.mag() * 0.005;
let ai = displacement.copy().normalize().mult(acceleration_mag);
let aj = p5.Vector.mult(ai, -1);
project_onto_plane(ai, charges[i].position);
project_onto_plane(aj, charges[j].position);
charges[i].acceleration.add(ai);
charges[j].acceleration.add(aj);
plane_separates_vertices ||= t >= 0 && t <= 1;
if (plane_separates_vertices) break;
euler_formula ||= charges.length * 2 - faces.length == 4;
if (euler_formula) break;
}
if (plane_separates_vertices || euler_formula) break;
}
if (euler_formula) return;
if (!plane_separates_vertices) {
faces.push([p1, p2, p3]);
}
}
}
for (let i = 0; i < charges.length; i += 1) {
let charge = charges[i];
charge.velocity = charge.velocity.add(charge.acceleration);
//project_onto_plane(charge.velocity, charge.position);
charge.position = charge.position.add(charge.velocity);
charge.position.normalize();
}
}
function project_onto_unit_vector(v, unit_vector) {
let size = p5.Vector.dot(v, unit_vector);
return p5.Vector.mult(unit_vector, size);
function draw_faces(radius) {
// fix OpenGL stacking alpha behaviour
faces.sort((a, b) => face_dist_sq(b) - face_dist_sq(a));
push();
strokeWeight(2);
stroke(0x00);
for ([p1, p2, p3] of faces) {
fill(0xbf, 0x7f);
beginShape(TRIANGLES);
vertex(p1.x * radius, p1.y * radius, p1.z * radius);
vertex(p2.x * radius, p2.y * radius, p2.z * radius);
vertex(p3.x * radius, p3.y * radius, p3.z * radius);
endShape();
}
pop();
}
/// Project `v` onto the plane normal to `unit_vector`
/// Mutates `v`
function project_onto_plane(v, unit_vector) {
let v_proj = project_onto_unit_vector(v, unit_vector);
v.sub(v_proj)
function draw_skeleton(radius) {
push();
noStroke();
fill(0xff);
sphere(4);
stroke(0xbf);
for (let charge of charges) {
line(
0,
0,
0,
charge.position.x * radius,
charge.position.y * radius,
charge.position.z * radius,
);
}
pop();
}
function make_charges(n) {
@ -84,6 +167,7 @@ function make_charges(n) {
position: position,
velocity: createVector(),
acceleration: createVector(),
color: red,
});
}
}
@ -91,8 +175,8 @@ function make_charges(n) {
function draw_charges(radius) {
push();
noStroke();
ambientMaterial(0xbf, 0x00, 0x00);
for (let charge of charges.values()) {
ambientMaterial(charge.color);
let position = charge.position.copy();
position.mult(radius);
push();
@ -107,11 +191,14 @@ function draw_sphere(radius, n_axis_circles) {
stroke(0x3f);
noFill();
if (surface === SURFACE_NONE) n_axis_circles = 0;
else if (surface === SURFACE_EARTH) n_axis_circles = 2;
push();
rotateX(TAU / 4);
draw_circles(
radius,
sphere_mode === 'earth' ? 2 : n_axis_circles,
n_axis_circles,
color(0x00, 0x9f, 0xff),
color(0xff, 0x9f, 0x00),
);
@ -120,18 +207,18 @@ function draw_sphere(radius, n_axis_circles) {
rotateY(TAU / 4);
draw_circles(
radius,
sphere_mode === 'earth' ? 2 : n_axis_circles,
n_axis_circles,
color(0xff, 0x00, 0xff),
color(0x00, 0xff, 0x00),
);
pop();
if (sphere_mode === 'earth') {
if (surface === SURFACE_EARTH) {
push();
noStroke();
noFill();
tint(0xff, 0x9f);
texture(earth);
push();
texture(earth_image);
rotateY(TAU / 4);
sphere(radius);
pop();
@ -167,11 +254,16 @@ function make_lights() {
}
function keyPressed() {
if (key == 'd') {
sphere_mode = sphere_mode === 'earth' ? 'circles' : 'earth';
} else if (key == ' ') {
if (key == ' ') {
physics = !physics;
} else if (key == 'd') {
surface = (surface + 1) % 3;
} else if (key == 'f') {
skeleton = !skeleton;
} else if (key == 'g') {
polyhedron = !polyhedron;
} else if (key >= '0' && key <= '9') {
make_charges(int(key));
faces = [];
}
}

44
thomson-problem.js Normal file
View file

@ -0,0 +1,44 @@
function move_charges(charges) {
for (charge of charges) {
charge.acceleration.setMag(0);
}
for (let i = 0; i < charges.length; i += 1) {
for (let j = 0; j < i; j += 1) {
const displacement = p5.Vector.sub(
charges[i].position,
charges[j].position,
);
let acceleration_mag = 1 / displacement.mag() * 0.001;
let ai;
if (acceleration_mag === Infinity) {
ai = createVector(random(-1, 1), random(-1, 1), random(-1, 1));
} else {
ai = displacement.copy();
}
ai = ai.normalize().mult(acceleration_mag);
let aj = p5.Vector.mult(ai, -1);
project_onto_plane(ai, charges[i].position);
project_onto_plane(aj, charges[j].position);
charges[i].acceleration.add(ai);
charges[j].acceleration.add(aj);
}
}
for (let i = 0; i < charges.length; i += 1) {
let charge = charges[i];
charge.velocity = charge.velocity.add(charge.acceleration);
charge.position = charge.position.add(charge.velocity);
charge.position.normalize();
}
}
function project_onto_unit_vector(v, unit_vector) {
let size = p5.Vector.dot(v, unit_vector);
return p5.Vector.mult(unit_vector, size);
}
/// Project `v` onto the plane normal to `unit_vector`
/// Mutates `v`
function project_onto_plane(v, unit_vector) {
let v_proj = project_onto_unit_vector(v, unit_vector);
v.sub(v_proj)
}