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extendedObject.js
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extendedObject.js
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// Time is component 3. NB: Shape is four dimensional.
"use strict";
function extendedObject(X, P, label, options, shape) {
this.COM = new inertialObject(X, P, 1);
this.options = options;
// shapePoints stores the locations of the vertices of this object, relative
// to the position of the COM.
this.shapePoints = [];
// pointPos stores the absolute locations of the vertices of this object.
this.pointPos = [];
// pastPoints and futPoints similarly store absolute locations of vertices,
// but at the times they intersect the past and future light cones of this
// frame.
this.pastPoints = [];
this.futPoints = [];
// When showing visual positions of objects, we need to Doppler-shift them,
// so we store the radial velocity of each vertex past the origin.
this.pastRadialV = [];
// If `created` is true, we treat the object as not having existed before
// its initialPt; otherwise, we treat it as having existed forever. If we
// create an object distant from the origin and try to determine its visual
// position, we determine that the light must have been emitted some time in
// the past -- before the object was created in the demo. Hence the need for
// certain objects to be "eternal", unless we intentionally wish them to
// appear magically in the middle of the simulation.
if (typeof this.options.created != "undefined") {
this.created = this.options.created;
} else {
this.created = false;
}
// Objects are modeled as blackbodies, so their color is determined by
// temperature.
this.temp = (options.temperature) ? options.temperature : 5600;
this.stillColor = tempToColor(this.temp);
this.label = label;
if (options.endPt) this.COM.endPt = quat4.create(options.endPt);
if (options.initialPt) this.COM.initialPt = options.initialPt;
if (options.initialTau) {
this.COM.tau = options.initialTau;
this.COM.initialTau = options.initialTau;
}
this.uDisplacement = quat4.create([0,0,0,0]);
// Make a rectangular prism which, when placed at the position or view pos
// of COM, must always contain part of the object.
this.boundingBox = [0, 0, 0, 0, 0, 0];
this.boundingBoxP = [0, 0, 0, 0, 0, 0];
this.boundingBoxF = [0, 0, 0, 0, 0, 0];
this.boundingIdx = [0, 0, 0, 0, 0, 0];
// This object is not necessarily at rest, so its shape will be Lorentz
// contracted. Create a boost matrix to transform all of its points by.
var initialBoost = cBoostMat(quat4.create([-this.COM.V[0],
-this.COM.V[1],
-this.COM.V[2],
this.COM.V[3]]), c);
// Map the shape points into the starting reference frame and compute the
// bounding box as we go.
for (var i = 0; i < shape.length; i++) {
this.shapePoints[i] = quat4.create(mat4.multiplyVec4(initialBoost, shape[i],
tempQuat4));
for(var j = 0; j < 3; j++) {
if (this.shapePoints[i][j] <
this.shapePoints[this.boundingIdx[2 * j + 1]][j]) {
this.boundingIdx[2 * j + 1] = i;
}
if (this.shapePoints[i][j] >
this.shapePoints[this.boundingIdx[2 * j]][j]) {
this.boundingIdx[2 *j] = i;
}
}
this.pastPoints[i] = quat4.create([0,0,0,0]);
// Do we even want to track the whole thing on the future light cone?
this.futPoints[i] = quat4.create([0,0,0,0]);
this.pointPos[i] = quat4.create([0,0,0,0]);
}
}
extendedObject.prototype = {
/**
* Bring the COM and surrounding points ahead in time by increment timeStep.
*/
update: function(timeStep, scene) {
this.COM.updateX0(timeStep);
this.COM.calcPast();
// See if we might want to draw the whole thing this frame.
this.wI3d = this.wasInteresting3D(scene);
this.iI3d = this.isInteresting3D(scene);
this.wI2d = this.wasInteresting2D(scene);
this.iI2d = this.isInteresting2D(scene);
// If so, find out where all the points are.
// Putting checks for drawing 3d/2d would save some computation at times.
if (this.iI3d || this.iI2d || this.wI2d || this.wI3d) {
for (var i = 0; i < (this.shapePoints.length); i++) {
quat4.add(this.COM.X0, this.shapePoints[i], this.pointPos[i]);
quat4.scale(this.COM.V, -this.pointPos[i][3] / this.COM.V[3],
tempQuat4);
quat4.add(this.pointPos[i], tempQuat4, this.pointPos[i]);
}
}
// If not, just compute the new locations of the bounding box vertices.
// Doing things this way means it takes one frame after the object is
// in view before we start drawing it, but saves redundant computation
// or further `if` statements if it is visible.
else {
for (var j = 0; j < (this.boundingIdx.length); j++) {
var i = this.boundingIdx[j];
quat4.add(this.COM.X0, this.shapePoints[i], this.pointPos[i]);
quat4.scale(this.COM.V, -this.pointPos[i][3] / this.COM.V[3],
tempQuat4);
quat4.add(this.pointPos[i], tempQuat4, this.pointPos[i]);
}
}
// See if we need the light delayed points. Note that calcPastPoints
// also takes care of is/was interesting.
if (scene.options.alwaysShowVisualPos || scene.options.interactions ||
(!scene.options.neverShowVisualPos && this.options.showVisualPos)) {
this.calcPastPoints();
this.findBB(this.pastPoints, this.boundingBoxP);
}
this.findBB(this.pointPos, this.boundingBox);
this.findBB(this.futPoints, this.boundingBoxF);
},
/**
* Find the bounding boxes from the updated points and the indices.
* The bounding box does not always contain the whole object, but it comes
* close. Best case is a circle/sphere (always contained), worst case is a
* slightly oblate square/cube.
*/
findBB: function(pointsArr, BB) {
BB[0] = Math.min(pointsArr[this.boundingIdx[0]][0],
pointsArr[this.boundingIdx[1]][0]);
BB[1] = Math.max(pointsArr[this.boundingIdx[0]][0],
pointsArr[this.boundingIdx[1]][0]);
BB[2] = Math.min(pointsArr[this.boundingIdx[0]][1],
pointsArr[this.boundingIdx[1]][1]);
BB[3] = Math.max(pointsArr[this.boundingIdx[0]][1],
pointsArr[this.boundingIdx[1]][1]);
BB[4] = Math.min(pointsArr[this.boundingIdx[0]][2],
pointsArr[this.boundingIdx[1]][2]);
BB[5] = Math.max(pointsArr[this.boundingIdx[0]][2],
pointsArr[this.boundingIdx[1]][2]);
for (var i = 2; i < 5; i++) {
BB[0] = Math.min(BB[0], pointsArr[this.boundingIdx[i]][0]);
BB[1] = Math.max(BB[1], pointsArr[this.boundingIdx[i]][0]);
BB[2] = Math.min(BB[2], pointsArr[this.boundingIdx[i]][1]);
BB[3] = Math.max(BB[3], pointsArr[this.boundingIdx[i]][1]);
BB[4] = Math.min(BB[4], pointsArr[this.boundingIdx[i]][2]);
BB[5] = Math.max(BB[5], pointsArr[this.boundingIdx[i]][2]);
}
},
/**
* Map all the vectors involved in this object onto a new frame.
* translation1 is a translation in the present frame.
* rotation is Lorentz transform matrix including boost or rotation.
* translation2 is a translation in the new frame.
*/
changeFrame: function(translation1, rotation, translation2) {
this.COM.changeFrame(translation1, rotation, translation2);
for (var i = 0; i < this.shapePoints.length; i++) {
this.shapePoints[i] = mat4.multiplyVec4(rotation, this.shapePoints[i]);
}
},
// Draw this object onto the given scene.
draw: function(scene) {
// We must account for object-specific options (this.options.showVisualPos)
// along with the scene's overrides. We must also check that this object
// has been "created",
if ((scene.options.alwaysShowVisualPos ||
(this.options.showVisualPos && !scene.options.neverShowVisualPos)) &&
(!this.created ||
((!this.COM.endPt || this.COM.XView[3] < this.COM.endPt[3]) &&
(this.COM.XView[3] > this.COM.initialPt[3])))) {
this.drawPast(scene);
if (this.options.show3D || scene.curOptions.show3D) {
this.drawPast3D(scene);
}
}
if ((scene.options.alwaysShowFramePos ||
(!scene.options.neverShowFramePos && this.options.showFramePos)) &&
(!this.created || (!this.COM.endPt || 0 < this.COM.endPt[3]) &&
(0 > this.COM.initialPt[3]))) {
this.drawNow(scene);
if (this.options.show3D || scene.curOptions.show3D) {
this.drawNow3D(scene);
}
}
if (this.options.showMinkowski) this.drawXT(scene);
// In debug mode, draw the future bounding box.
if (scene.debug) {
for (var i = 0; i < this.boundingBox.length; i++) {
scene.g.beginPath();
scene.g.fillStyle = "#f00";
scene.g.arc(this.futPoints[this.boundingIdx[i]][0] / scene.zoom +
scene.origin[0],
-this.futPoints[this.boundingIdx[i]][1] / scene.zoom +
scene.origin[1], 3, 0, twopi, true);
scene.g.fill();
}
}
},
/**
* NB: these methods assume a model of Born rigidity.
* Objects are assumed to have an infinite speed of sound. This can lead to
* non-local effects under high acceleration. Future cone is calculated in
* here for now as there is a lot of redundant calculation.
*/
calcPastPoints: function() {
var gamma = this.COM.V[3] / c;
// Probably doesn't need to be worked out every frame.
var vDotv = quat4.spaceDot(this.COM.V, this.COM.V) / Math.pow(gamma, 2);
var xDotx;
var vDotx;
var a;
var viewTime;
var futTime;
var v = quat4.scale(this.COM.V, 1 / gamma, tempQuat4);
// If it's interesting, solve for the intersection of this world-line
// and the light cone for every point.
if (this.wI3d || this.wI2d) {
var j = 0;
for (var i = 0; i < (this.shapePoints.length); i++) {
xDotx = quat4.spaceDot(this.pointPos[i], this.pointPos[i]);
vDotx = quat4.spaceDot(this.pointPos[i], v);
a = c*c - vDotv;
viewTime = -(vDotx - Math.sqrt(Math.pow(vDotx, 2) + a * xDotx)) / a * c;
quat4.scale(v, viewTime / c, this.uDisplacement);
quat4.subtract(this.pointPos[i], this.uDisplacement,
this.pastPoints[i]);
this.pastRadialV[i] = quat4.spaceDot(this.pastPoints[i], v) /
Math.max(Math.sqrt(Math.abs(quat4.spaceDot(
this.pastPoints[i],
this.pastPoints[i]))),
1e-16);
// May as well do the future cone intersection in here seeing as
// we've already done most of the calculations. Don't think we
// want the whole thing at the future for any reason.
// Just calculate the bounding box for now.
futTime = -(vDotx + Math.sqrt(Math.pow(vDotx, 2) + a * xDotx)) / a * c;
quat4.scale(v, futTime / c, this.uDisplacement);
quat4.subtract(this.pointPos[i], this.uDisplacement,
this.futPoints[i]);
}
}
// If it's not interesting, just find the appropriate bounding box.
else {
for (var j = 0; j < (this.boundingIdx.length); j++) {
var i = this.boundingIdx[j];
xDotx = quat4.spaceDot(this.pointPos[i], this.pointPos[i]);
vDotx = quat4.spaceDot(this.pointPos[i], v);
a = c*c - vDotv;
viewTime = -(vDotx - Math.sqrt(Math.pow(vDotx, 2) + a * xDotx)) / a * c;
quat4.scale(v, viewTime / c, this.uDisplacement);
quat4.subtract(this.pointPos[i], this.uDisplacement,
this.pastPoints[i]);
this.pastRadialV[i] = quat4.spaceDot(this.pastPoints[i], v) /
Math.max(Math.sqrt(Math.abs(quat4.spaceDot(
this.pastPoints[i],
this.pastPoints[i]))),
1e-16);
// May as well do the future cone intersection in here seeing as
// we've already done most of the calculations.
futTime = -(vDotx + Math.sqrt(Math.pow(vDotx, 2) + a * xDotx)) / a * c;
quat4.scale(v, futTime / c, this.uDisplacement);
quat4.subtract(this.pointPos[i], this.uDisplacement, this.futPoints[i]);
}
}
},
/**
* Draw the object on the 2d context as it would be measured
*/
drawNow: function(scene) {
var xview;
var yview;
scene.g.fillStyle = "#0f0";
// If it's interesting, draw the whole thing.
if (this.iI2d) {
// Stroke a path over the present points 0 and 1 coordinates.
scene.g.strokeStyle = "#0f0";
scene.g.beginPath();
scene.g.moveTo(this.pointPos[0][0] / scene.zoom + scene.origin[0],
-this.pointPos[0][1] / scene.zoom + scene.origin[1]);
for (var i = 0; i < (this.shapePoints.length); i++) {
scene.g.lineTo(this.pointPos[i][0] / scene.zoom + scene.origin[0],
-this.pointPos[i][1] / scene.zoom + scene.origin[1]);
}
scene.g.stroke();
// If we're drawing text, find the appropriate position and draw some text.
if (scene.curOptions.showText) {
var i = 1;
var textX = (this.boundingBox[0] + this.boundingBox[1]) /
(2 * scene.zoom) + scene.origin[0] - 10;
var textY = -this.boundingBox[3] / scene.zoom + scene.origin[1];
if (this.options.showVelocity) {
scene.g.fillText("v = " + (Math.round(1000 * Math.sqrt(1 - Math.min(1 / Math.pow(this.COM.V[3] / c, 2), 1))) / 1000) + "c",
textX, textY - 10 * i);
i++;
}
if (this.options.showGamma || scene.options.showGamma) {
scene.g.fillText("γ = " + (Math.round(1000 * this.COM.V[3] / c)) / 1000,
textX, textY - 10 * i);
i++;
}
if (this.options.showTime || scene.options.showTime) {
scene.g.fillText("tau = " + (Math.round((this.COM.tau / c))), textX, textY - 10 * i);
i++;
}
if (this.label !== "") {
scene.g.fillText(this.label, textX, textY - 10 * i);
i++;
}
}
}
// If we're not drawing the whole thing we might be drawing a point.
// Some redundant calculation with isInteresting.
else {
xview = this.COM.X0[0] / scene.zoom + scene.origin[0];
yview = -this.COM.X0[1] / scene.zoom + scene.origin[1];
if (xview > 0 && xview < scene.width &&
yview > 0 && yview < scene.height) {
scene.g.beginPath();
scene.g.arc(xview, yview, 2.5, 0, twopi, true);
scene.g.fill();
}
}
},
/**
* Draw the intersection with the light cone on the 2d context.
* The concept is the same as drawNow (stroke a path).
* The complexity comes from limitations of canvas. Changing styles and
* Stroking is very expensive, so this is to be minimized.
* This method strokes contiguous lines of the same color together.
*/
drawPast: function(scene) {
var xview;
var yview;
var doDoppler = (scene.options.alwaysDoppler ||
(!scene.options.neverDoppler && this.options.showDoppler));
if (this.wI2d) {
var currentColor;
var prevColor;
if (!doDoppler) scene.g.strokeStyle = this.stillColor;
scene.g.beginPath();
for (var i = 1; i < (this.pastPoints.length); i++) {
if (doDoppler) {
prevColor = currentColor;
currentColor = tempToColor(dopplerShiftColor(this.temp,
this.pastRadialV[i],
this.COM.V[3] / c));
if ((currentColor != prevColor)) {
scene.g.strokeStyle = currentColor;
}
}
scene.g.moveTo(this.pastPoints[i-1][0] / scene.zoom + scene.origin[0],
-this.pastPoints[i-1][1] / scene.zoom + scene.origin[1]);
scene.g.lineTo(this.pastPoints[i][0] / scene.zoom + scene.origin[0],
-this.pastPoints[i][1] / scene.zoom + scene.origin[1]);
// If we've changed color stroke, and begin a new path too --
// unless we're at the end.
if (currentColor != prevColor) {
scene.g.stroke();
if (i < (this.pastPoints.length - 1)) scene.g.beginPath();
}
}
// Might have one more stroke to do.
if (currentColor == prevColor) scene.g.stroke();
// If we've got a debug console open we probably want a bit more information
if (scene.debug) {
scene.g.beginPath();
scene.g.arc(this.COM.XView[0] / scene.zoom + scene.origin[0],
-this.COM.XView[1] / scene.zoom + scene.origin[1],
3, 0, twopi, true);
scene.g.fill();
}
if(scene.curOptions.showText) {
scene.g.fillStyle = "#0F0";
var textX = (this.boundingBoxP[0] + this.boundingBoxP[1]) /
(2 * scene.zoom) + scene.origin[0] - 10;
var textY = -this.boundingBoxP[3] / scene.zoom + scene.origin[1];
var i = 1;
if (this.options.showVelocity) {
scene.g.fillText("v = " + (Math.round(1000 * Math.sqrt(1-Math.min(1/Math.pow(this.COM.V[3] / c, 2), 1)))/1000) + "c",
textX, textY - 10 * i);
i++;
}
if (this.options.showGamma) {
scene.g.fillText("γ = " + (Math.round(1000 * this.COM.V[3] / c)) / 1000,
textX, textY - 10 * i);
i++;
}
if (this.options.showTime || scene.options.showTime) {
scene.g.fillText("t = " + (-Math.round((this.COM.viewTime / c)*10) / 10),
textX, textY - 10 * i);
i++;
}
if (this.options.showTime || scene.options.showTime) {
scene.g.fillText("tau = " + (Math.round((this.COM.tauPast / c)*10) / 10),
textX, textY - 10 * i);
i++;
}
if (this.options.showPos || scene.options.showPos) {
scene.g.fillText("XYZ: " + Math.round(this.COM.XView[0]) + ", " + Math.round(this.COM.XView[1]) + ", " + Math.round(this.COM.XView[2]),
textX, textY - 10 * i);
}
if (this.label !== "") {
scene.g.fillText(this.label, textX, textY - 10 * i);
i++;
}
}
}
// If we're not drawing the whole thing we might still be drawing a dot.
else {
xview = this.COM.XView[0] / scene.zoom + scene.origin[0];
yview = -this.COM.XView[1] / scene.zoom + scene.origin[1];
if (xview > 0 && xview < scene.width &&
yview > 0 && yview < scene.height) {
if (doDoppler) {
scene.g.fillStyle = tempToColor(dopplerShiftColor(this.temp,
this.COM.radialVPast,
this.COM.V[3] / c));
} else {
scene.g.fillStyle = this.stillColor;
}
scene.g.beginPath();
scene.g.arc(xview, yview, 2.5, 0, twopi, true);
scene.g.fill();
}
}
},
// Almost the same concept as the other draw commands, but with a simple
// pinhole camera for 3d.
drawPast3D: function(scene) {
if (this.wI3d)
{
var doDoppler = (scene.options.alwaysDoppler ||
(!scene.options.neverDoppler && this.options.showDoppler));
var currentColor;
var prevColor;
var zCoeff1;
var zCoeff2;
scene.TDC.beginPath();
if(doDoppler) {
currentColor = tempToColor(dopplerShiftColor(this.temp,
this.pastRadialV[0],
this.COM.V[3] / c));
scene.TDC.strokeStyle = currentColor;
} else {
scene.TDC.strokeStyle = this.stillColor;
}
for (var i = 1; i < this.pastPoints.length; i++) {
// Calculate z values; camBack moves the camera back or forward
// slightly from the actual reference frame.
zCoeff1 = 40 / (scene.zoom *
(this.pastPoints[i - 1][1] + scene.camBack));
zCoeff2 = 40 / (scene.zoom *
(this.pastPoints[i][1] + scene.camBack));
// If both points are in front of the camera, draw a line between them.
if (this.pastPoints[i-1][1] > -scene.camBack &&
this.pastPoints[i][1] > -scene.camBack){
// Change color if we need to.
if (doDoppler) {
prevColor = currentColor;
currentColor = tempToColor(dopplerShiftColor(this.temp,
this.pastRadialV[i],
this.COM.V[3] / c));
if (prevColor != currentColor) {
scene.TDC.strokeStyle = currentColor;
}
}
scene.TDC.moveTo(this.pastPoints[i - 1][0] * zCoeff1 + scene.origin[0],
-this.pastPoints[i - 1][2] * zCoeff1 + scene.origin[1]);
scene.TDC.lineTo(this.pastPoints[i][0] * zCoeff2 + scene.origin[0],
-this.pastPoints[i][2] * zCoeff2 + scene.origin[1]);
if (prevColor != currentColor){
scene.TDC.stroke();
if (i < this.pastPoints.length - 1) scene.TDC.beginPath();
}
}
}
// Might have one line left.
if (prevColor == currentColor) scene.TDC.stroke();
}
// If we're not drawing the whole thing, see if we need to draw a dot.
else {
var coeff = 40 / (scene.zoom * (this.COM.XView[1] + scene.camBack));
var xview = this.COM.XView[0] * coeff + scene.origin[0];
var yview = -this.COM.XView[2] * coeff + scene.origin[1];
var viewSize = Math.max(this.boundingBoxP[3] - this.boundingBoxP[2],
this.boundingBoxP[5] - this.boundingBoxP[4]) *
coeff / 2;
if (xview > 0 && xview < scene.tWidth &&
yview > 0 && yview < scene.tHeight &&
this.COM.XView[1] > -scene.camBack + 1) {
scene.TDC.fillStyle = tempToColor(dopplerShiftColor(this.temp,
this.pastRadialV[0],
this.COM.V[3] / c));
scene.TDC.beginPath();
scene.TDC.arc(xview, yview, viewSize, 0, twopi, true);
scene.TDC.closePath();
scene.TDC.fill();
}
}
},
drawNow3D: function(scene) {
var coeff = 40 / (scene.zoom * (this.pointPos[0][1] + scene.camBack));
var startedDrawing = false;
var xview;
var yview;
/**
* Slightly more complicated logic here than calcPastPoints to try to
* avoid calls to moveTo.
* Haven't really seen the expected performance benefits, the extr
* a checks/arithmetic may not be worth it.
*/
if (this.iI3d) {
scene.TDC.strokeStyle = "#0f0";
scene.TDC.beginPath();
xview = this.pointPos[0][0] * coeff + scene.origin[0];
yview = -this.pointPos[0][2] * coeff + scene.origin[1];
if (this.pointPos[0][1] > -scene.camBack &&
xview < scene.tWidth &&
xview > 0 &&
yview < scene.tHeight &&
yview > 0) {
scene.TDC.moveTo(xview, yview);
startedDrawing = true;
}
for (var i = 1; i < (this.pointPos.length); i++) {
coeff = 1/(scene.zoom * (this.pointPos[i][1] + scene.camBack) / 40);
xview = this.pointPos[i][0] * coeff + scene.origin[0];
yview = -this.pointPos[i][2] * coeff + scene.origin[1];
if (this.pointPos[i-1][1] > -scene.camBack &&
this.pointPos[i][1] > -scene.camBack &&
xview < scene.tWidth &&
xview > 0 &&
yview < scene.tHeight &&
yview > 0) {
if (startedDrawing) {
scene.TDC.lineTo(xview, yview);
} else {
scene.TDC.moveTo(xview, yview);
startedDrawing = true;
}
} else startedDrawing = false;
}
scene.TDC.stroke();
}
// We might still want a dot.
else {
coeff = 40 / (scene.zoom * (this.COM.X0[1] + scene.camBack));
xview = this.COM.X0[0] * coeff + scene.origin[0];
yview = -this.COM.X0[2] * coeff + scene.origin[1];
var viewSize = Math.max(this.boundingBox[1] - this.boundingBox[0],
this.boundingBox[3] - this.boundingBox[2]) *
coeff / 2;
// Check on viewSize is a bit of a kludge. If the z value is very small,
// the dot will be enormous and filling an arc of that size is very slow.
if (xview > 0 && xview < scene.tWidth &&
yview > 0 && yview < scene.tHeight &&
coeff > -scene.camBack &&
viewSize > 0 && viewSize < scene.width) {
scene.TDC.fillStyle = "#0f0";
scene.TDC.beginPath();
scene.TDC.arc(xview, yview, viewSize, 0, twopi, true);
scene.TDC.closePath();
scene.TDC.fill();
}
}
},
/**
* Determine the intersection, if any, between this object's wordline
* and the worldline of a given photon, taking into account this object's
* physical size (bounding box). Returns a 4-event of the collision location,
* or Infinity if there will never be a collision.
* TODO: Needs checking for c, or reworking with more elegant methods.
*/
photonCollision : function(photon) {
var yAtFut = photon.V[1] * this.COM.XFut[3] / c;
if (this.boundingBoxF[0] <= 0 &&
this.boundingBoxF[1] >= 0 &&
this.boundingBoxF[2] <= yAtFut &&
this.boundingBoxF[3] >= yAtFut &&
this.boundingBoxF[4] <= 0 &&
this.boundingBoxF[5] >= 0) {
return quat4.create([0, this.COM.XFut[1] - (yAtFut - this.boundingBoxF[2]),
0, this.COM.XFut[3] - (yAtFut - this.boundingBoxF[2])]
);
} else {
return Infinity;
}
},
drawXT: function(scene) {
// Some relevant points scaled for zoom.
var xvis = this.COM.X0[0] / scene.zoom;
var xvisP = this.COM.XView[0] / scene.zoom;
var xvisF = this.COM.XFut[0] / scene.zoom;
var xyScale = scene.width / scene.height;
var tvisP = this.COM.XView[3] / scene.timeZoom;
var tvisF = this.COM.XFut[3] / scene.timeZoom;
var dxdtVis = this.COM.V[0] / this.COM.V[3] * c * scene.timeZoom / scene.zoom;
// Points in space time that represent the beginning and end of visible worldlines.
var tOfLinet = scene.origin[2];
var tOfLinex = tOfLinet * dxdtVis + this.COM.X0[0] / scene.zoom;
var bOfLinet = -(scene.height + scene.origin[2]);
var bOfLinex = bOfLinet * dxdtVis + this.COM.X0[0] / scene.zoom;
scene.h.strokeStyle = "#666";
scene.h.fillStyle = "#0a0";
// A world Line.
scene.h.beginPath();
// If this object begins existing at a specific point in time, draw
// the worldline starting there. Otherwise, make the worldline begin at
// the bottom of the diagram.
if (this.created) {
scene.h.moveTo((this.COM.initialPt[0] / scene.zoom +
scene.origin[0]),
(-this.COM.initialPt[3] / scene.timeZoom /
c + scene.origin[2]));
} else {
scene.h.moveTo(bOfLinex + scene.origin[0],
-bOfLinet + scene.origin[2]);
}
if (this.COM.endPt) {
scene.h.lineTo(this.COM.endPt[0] / scene.zoom + scene.origin[0],
(-this.COM.endPt[3] / scene.timeZoom / c +
scene.origin[2]));
} else {
scene.h.lineTo(tOfLinex + scene.origin[0],
-tOfLinet + scene.origin[2]);
}
scene.h.stroke();
// A dot at t=0.
if ((this.COM.initialPt[3] < 0) &&
(!this.COM.endPt || this.COM.endPt[3] > 0)) {
scene.h.beginPath();
scene.h.arc(xvis + scene.origin[0], scene.origin[2],
5, 0, twopi, true);
scene.h.fill();
}
// A dot at the light cone.
if (scene.options.alwaysShowVisualPos ||
(this.options.showVisualPos && !scene.options.neverShowVisualPos)) {
scene.h.fillStyle = tempToColor(dopplerShiftColor(this.temp,
this.COM.radialVPast,
this.COM.V[3] / c));
scene.h.beginPath();
scene.h.arc(xvisP + scene.origin[0],
-tvisP / c + scene.origin[2],
5, 0, twopi, true);
scene.h.fill();
}
// A dot at the future light cone.
// TODO: A separate condition for showFuturePos
if (scene.options.alwaysShowVisualPos ||
(this.options.showVisualPos && !scene.options.neverShowVisualPos)) {
scene.h.fillStyle = "#f00";
scene.h.beginPath();
scene.h.arc(xvisF + scene.origin[0],
-tvisF / c + scene.origin[2],
5, 0, twopi, true);
scene.h.fill();
}
if (this.label !== "" && scene.curOptions.showText) {
if ((this.COM.initialPt[3] < 0) &&
(!this.COM.endPt || this.COM.endPt[3] > 0)){
scene.h.beginPath();
scene.h.fillStyle = "#777";
scene.h.fillText(this.label,
xvis + scene.origin[0] + 5,
-5 + scene.origin[2]);
}
if (scene.options.alwaysShowVisualPos ||
(this.options.showVisualPos && !scene.options.neverShowVisualPos)) {
scene.h.fillText(this.label + " (visual)",
xvisP + scene.origin[0] + 5,
-tvisP / c + scene.origin[2]);
scene.h.fill();
}
}
// Find a vector that points from intialPt to somewhere near now.
scene.h.fillStyle = "#aaa";
if (this.options.showTime || scene.options.showTime) {
var dotScale = 25 * Math.pow(2, Math.round(Math.log(scene.timeZoom) /
Math.log(2)));
var dotScaleR = 15 * Math.sqrt(scene.timeZoom / dotScale);
var hNumDots = Math.ceil(scene.mHeight / dotScale / 2 *
scene.timeZoom / this.COM.V[3] * c);
var dotR, roundedTauParam, tDotPos, xDotPos;
for (var i = -hNumDots; i < hNumDots; i++) {
roundedTauParam = Math.round((this.COM.tau - this.COM.initialTau) /
dotScale / c) * dotScale;
quat4.scale(this.COM.V, roundedTauParam, tempQuat4);
quat4.add(tempQuat4, this.COM.initialPt, tempQuat42);
quat4.scale(this.COM.V, i * dotScale, tempQuat4);
quat4.add(tempQuat4, tempQuat42, tempQuat42);
xDotPos = tempQuat42[0] / scene.zoom + scene.origin[0];
tDotPos = -tempQuat42[3] / c / scene.timeZoom + scene.origin[2];
if ((i + roundedTauParam / dotScale) % 10 === 0) {
dotR = 2 * dotScaleR;
} else if ((i + roundedTauParam / dotScale) % 5 === 0) {
dotR = 1.41 * dotScaleR;
} else {
dotR = dotScaleR;
}
//Rounding error somewhere causing flickering, hence the +1
if ((!this.COM.endPt || tempQuat42[3] <= this.COM.endPt[3] + 1) &&
(tempQuat42[3] >= this.COM.initialPt[3] - 1)) {
scene.h.moveTo(tempQuat42[0] / scene.zoom + scene.origin[0],
tempQuat42[3] / c / scene.timeZoom + scene.origin[2]);
scene.h.arc(xDotPos,
tDotPos, dotR,
0, twopi, true);
if (scene.curOptions.showText &&
((i + roundedTauParam / dotScale) % 5 === 0)) {
scene.h.fill();
scene.h.beginPath();
scene.h.fillStyle = "#0f0";
scene.h.fillText("Tau: " +
(this.COM.initialTau + Math.round((roundedTauParam + i * dotScale))) + "s",
xDotPos + 3, tDotPos + 3);
if (scene.options.showPos || this.options.showPos){
scene.h.fillText("[x, t]: [" +
Math.round((xDotPos - scene.origin[0]) * scene.zoom) + ", " +
-Math.round((tDotPos - scene.origin[2]) * scene.timeZoom) + "]",
xDotPos + 3, tDotPos + 13);
}
scene.h.fill();
scene.h.fillStyle = "#aaa";
scene.h.beginPath();
}
}
}
scene.h.fill();
}
if (scene.debug) {
scene.h.beginPath();
scene.h.arc(this.COM.initialPt[0] / scene.zoom + scene.origin[0],
-this.COM.initialPt[3] / c / scene.timeZoom + scene.origin[2],
6, 0, twopi, true);
scene.h.fill();
}
},
getV: function() {
return this.COM.V;
},
getX0: function() {
return this.COM.X0;
},
getXView: function() {
return this.COM.XView;
},
getXFut: function() {
return this.COM.XFut;
},
/**
* Determine the distance from a given point to this object, returning
* the minimum of the distance between (a) the point and this object's
* visual position and (b) the point and this object's frame position,
* depending on if frame and visual positions are currently displayed.
*/
minDistanceTo: function(point, scene) {
var frameDist, viewDist;
if (scene.options.alwaysShowVisualPos ||
(this.options.showVisualPos && !scene.options.neverShowVisualPos)) {
var viewVec = quat4.subtract(point, this.COM.XView);
viewDist = quat4.spaceDot(viewVec, viewVec);
} else {
viewDist = Infinity;
}
if (scene.options.alwaysShowFramePos ||
(this.options.showFramePos && !scene.options.neverShowFramePos)) {
var frameVec = quat4.subtract(point, this.COM.X0);
frameDist = quat4.spaceDot(frameVec, frameVec);
} else {
frameDist = Infinity;
}
return Math.sqrt(Math.min(frameDist, viewDist));
},
// Various functions to determine if we care where the points other than the COM are.
isInteresting3D : function(scene) {
var coeff = 40 / (scene.zoom * (this.COM.X0[1] + scene.camBack));
if ((( this.boundingBox[3]) > -scene.camBack) &&
(( this.boundingBox[0] * coeff + scene.origin[0] < scene.tWidth) ||
( this.boundingBox[1] * coeff + scene.origin[0] > 0) ) &&
((-this.boundingBox[4] * coeff + scene.origin[1] < scene.tHeight) ||
(-this.boundingBox[5] * coeff + scene.origin[1] > 0) ) &&
(( this.boundingBox[1] - this.boundingBox[0]) * coeff > 5 ||
(this.boundingBox[3] - this.boundingBox[2]) * coeff > 5 ||
(this.boundingBox[5] - this.boundingBox[4]) * coeff > 5 )
) return true;
else return false;
},
wasInteresting3D : function(scene) {
var coeff = 40 / (scene.zoom * (this.COM.XView[1] + scene.camBack));
if ((( this.boundingBoxP[3]) > -scene.camBack) &&
(( this.boundingBoxP[0] * coeff + scene.origin[0] < scene.tWidth) ||
( this.boundingBoxP[1] * coeff + scene.origin[0] > 0)) &&
((-this.boundingBoxP[4] * coeff + scene.origin[1] < scene.tHeight)||
(-this.boundingBoxP[5] * coeff + scene.origin[1] > 0)) &&
((this.boundingBoxP[1] - this.boundingBoxP[0]) * coeff > 5 ||
(this.boundingBoxP[3] - this.boundingBoxP[2]) * coeff > 5 ||
(this.boundingBoxP[5] - this.boundingBoxP[4]) * coeff > 5)
) return true;
else return false;
},
isInteresting2D : function(scene) {
if (((this.boundingBox[0]) / scene.zoom + scene.origin[0] < scene.width ||
(this.boundingBox[1]) / scene.zoom + scene.origin[0] > 0) &&
((this.boundingBox[2]) / scene.zoom + scene.origin[1] < scene.height ||
(this.boundingBox[3]) / scene.zoom + scene.origin[1] > 0) &&
((this.boundingBox[1] - this.boundingBox[0]) / scene.zoom > 5 ||
(this.boundingBox[3] - this.boundingBox[2]) / scene.zoom > 5)
) return true;
else return false;
},
wasInteresting2D : function(scene) {
if (((this.boundingBoxP[0]) / scene.zoom + scene.origin[0] < scene.width ||
(this.boundingBoxP[1]) / scene.zoom + scene.origin[0] > 0) &&
((this.boundingBoxP[2]) / scene.zoom + scene.origin[1] < scene.height ||
(this.boundingBoxP[3]) / scene.zoom + scene.origin[1] > 0) &&
((this.boundingBoxP[1] - this.boundingBoxP[0]) / scene.zoom > 5 ||
(this.boundingBoxP[3] - this.boundingBoxP[2]) / scene.zoom > 5)
) return true;
else return false;
}
}