Add 3D sail cloth sim with per-face wind and XPBD corner loads
Verlet cloth on a bilinear patch between 4 anchors, N=10 grid, structural/shear/bend constraints, 5 relaxation iterations at a fixed 1/60 substep. Wind is applied per FACE so hypar twist genuinely sheds load rather than being cosmetic. Two deviations from PLAN3D worth flagging: - Load is read from each constraint's XPBD Lagrange multiplier, not from FABRIC_K * leftover-stretch. After a fixed iteration count the leftover stretch is solver error, not fabric strain, so the naive reading came out ~50x hot (60 kN peaks on a 5x5 m sail). The multiplier is the real constraint impulse, which the statics assert confirms by balancing the corner reactions against the applied wind to 8%. - Wind uses a signed square (d*|d|) rather than clamp(d)^2, so the leeward face is pushed too. A sail is double-sided. The sim core deliberately does not import three.js: it runs headless under node today, stays allocation-free in the hot loop, and replays bit-for-bit. createSailView() pulls three in lazily for rendering. Loads land in real newtons (~1-4 kN on a 5x5 m sail in a 34 m/s storm), so hardware ratings are real working load limits. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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web/world/js/sail.js
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617
web/world/js/sail.js
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/**
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* sail.js — shade sail cloth simulation, corner loads, hardware failure. [Lane B]
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*
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* A 3D verlet cloth on a bilinear patch between 4 anchors. Wind pressure is
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* applied per FACE, not per node, which is the whole point: a twisted (hypar)
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* sail turns most of its faces edge-on to the wind and sheds load, while a flat
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* one presents every face square-on and catches everything. That difference is
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* the game's thesis and it is asserted in sail.selftest.js.
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*
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* Units are SI throughout: metres, kilograms, seconds, newtons. Corner loads
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* come out in real newtons and hardware ratings are real working load limits,
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* so a 5x5 m sail in a 30 m/s gust genuinely puts ~5 kN on a corner — which is
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* genuinely why real shade sails use 3 kN+ shackles.
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*
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* This module deliberately does NOT import three.js. The sim core is plain
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* typed arrays so it runs headless under node (see sail.selftest.js) before any
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* renderer exists, stays allocation-free in the hot loop, and can be replayed
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* bit-for-bit. three.js is pulled in lazily by createSailView() only.
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*/
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// ---------- sim tunables ----------
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const SIM_DT = 1 / 60; // sim always steps at a fixed rate; step() accumulates
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const MAX_SUBSTEPS = 5; // spiral-of-death guard when the frame hitches
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const RELAX_ITERS = 5; // FABRIC_K is calibrated against this; changing it rescales loads
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const GRAVITY = -9.81;
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// ---------- aerodynamics ----------
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// 0.5 * air density (1.225) * flat-plate drag coefficient (~1.4).
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// Newtons per m^2 of face area per (m/s)^2 of normal-on airflow.
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const PRESSURE_COEFF = 0.86;
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const TANGENT_COEFF = 0.02; // skin friction dragging along the face
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const MAX_NORMAL_SPEED = 45; // clamp on the normal-on component, m/s — stability in extreme gusts
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// ---------- fabric ----------
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const FABRIC_DENSITY = 0.32; // kg/m^2, typical knitted shade cloth
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// Axial stiffness of one grid spring, N/m — roughly E*t*width/length for
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// knitted HDPE mesh. Fed to the solver as a compliance (1/k), not used to
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// convert stretch into force: see _measureLoads for why that distinction is
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// the whole ballgame.
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const FABRIC_K = 100000;
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const K_COMPRESS = 0.08; // cloth resists stretch hard, compression barely (from prototype)
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const K_BEND = 0.04;
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const COMP_STRETCH = 1 / FABRIC_K;
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const COMP_COMPRESS = 1 / (FABRIC_K * K_COMPRESS);
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const COMP_BEND = 1 / (FABRIC_K * K_BEND);
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const VEL_DAMP = 0.995; // light; relative-wind drag supplies the real damping
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// ---------- failure ----------
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const OVERLOAD_SECS = 0.4; // prototype: 0.4 s sustained overload before it lets go
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const OVERLOAD_RECOVER = 2.0; // prototype: overload timer bleeds off at 2x
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const LOAD_TAU = 0.11; // load meter smoothing time constant, s
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/**
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* Hardware tiers. Costs are the prototype's economy verbatim; ratings are
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* retuned from the prototype's arbitrary 9/19/40 into real newtons, preserving
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* the same relative spread. `rating` is a working load limit in N.
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*/
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export const HARDWARE = [
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{ name: 'carabiner', cost: 5, rating: 1200, color: '#e2b04a' },
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{ name: 'shackle', cost: 15, rating: 3200, color: '#c8d2d8' },
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{ name: 'rated shackle', cost: 30, rating: 6500, color: '#7ee0ff' },
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];
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export const TENSION_MIN = 0.6;
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export const TENSION_MAX = 1.4;
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const TRIM_MIN = 0.85;
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const TRIM_MAX = 1.15;
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const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
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/**
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* Order 4 anchors into a non-self-intersecting ring by angle around their
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* centroid, projected onto the ground plane. Ported from the prototype's
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* orderRing; without it, picking corners in a silly order knots the sail.
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*/
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export function orderRing(anchors) {
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const n = anchors.length;
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let cx = 0, cz = 0;
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for (const a of anchors) { cx += a.pos.x; cz += a.pos.z; }
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cx /= n; cz /= n;
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return [...anchors].sort(
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(a, b) => Math.atan2(a.pos.z - cz, a.pos.x - cx) - Math.atan2(b.pos.z - cz, b.pos.x - cx)
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);
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}
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export class SailRig {
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/**
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* @param {object} opts
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* @param {Array} opts.anchors world.anchors — [{id, pos:{x,y,z}, type, sway(t)->{x,y,z}}]
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* sway(t) returns an OFFSET to add to pos, not an absolute position.
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* @param {number} opts.gridN nodes per side (default 10)
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* @param {number} opts.porosity 0 = solid membrane, ~0.3 = knitted shade cloth (blows through, less load)
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*/
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constructor({ anchors = [], gridN = 10, porosity = 0 } = {}) {
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this.anchors = anchors;
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this.N = gridN;
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this.porosity = porosity;
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this.corners = [];
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this.events = [];
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this.tension = 1.0;
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this.t = 0;
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this.rigged = false;
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this._acc = 0;
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// scratch, reused every face to keep the hot loop allocation-free
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this._probe = { x: 0, y: 0, z: 0 };
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}
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/**
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* Rig the sail across 4 anchors.
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* @param {string[]} anchorIds 4 anchor ids; reordered into a ring internally
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* @param {object[]} hwChoices hardware per anchor id, same order as anchorIds
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* @param {number} tension 0.6 (loose, flogs) .. 1.4 (drum tight, shock-loads)
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*/
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attach(anchorIds, hwChoices, tension = 1.0) {
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if (anchorIds.length !== 4) throw new Error(`sail needs exactly 4 corners, got ${anchorIds.length}`);
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const picked = anchorIds.map((id) => {
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const a = this.anchors.find((x) => x.id === id);
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if (!a) throw new Error(`unknown anchor "${id}"`);
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return a;
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});
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const hwById = new Map(anchorIds.map((id, i) => [id, hwChoices[i] || HARDWARE[0]]));
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const ring = orderRing(picked);
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this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
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this.corners = ring.map((a) => ({
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anchorId: a.id,
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anchor: a,
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hw: hwById.get(a.id),
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load: 0,
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peakLoad: 0,
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overload: 0,
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broken: false,
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trim: 1.0,
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loadVec: { x: 0, y: 0, z: 0 }, // reaction direction, not just magnitude — see _measureLoads
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}));
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this._build(ring);
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this.rigged = true;
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return this;
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}
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_build(ring) {
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const N = this.N;
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const nodeCount = N * N;
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this.pos = new Float64Array(nodeCount * 3);
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this.prev = new Float64Array(nodeCount * 3);
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this.force = new Float64Array(nodeCount * 3);
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this.invMass = new Float64Array(nodeCount);
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// Bilinear patch across the 4 corners. Because the anchors sit at different
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// heights, this initial surface is already a hypar — the sim just relaxes it.
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const [c0, c1, c2, c3] = ring.map((a) => a.pos);
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for (let v = 0; v < N; v++) {
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for (let u = 0; u < N; u++) {
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const fu = u / (N - 1), fv = v / (N - 1);
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const i = (v * N + u) * 3;
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for (let k = 0; k < 3; k++) {
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const ax = ['x', 'y', 'z'][k];
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const top = (1 - fu) * c0[ax] + fu * c1[ax];
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const bot = (1 - fu) * c3[ax] + fu * c2[ax];
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this.pos[i + k] = this.prev[i + k] = (1 - fv) * top + fv * bot;
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}
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}
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}
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const idx = (u, v) => v * N + u;
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this.cornerIdx = [idx(0, 0), idx(N - 1, 0), idx(N - 1, N - 1), idx(0, N - 1)];
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// springs: structural + shear carry load; bend only resists folding
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this.springs = [];
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const link = (a, b, kind) => {
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const ax = a * 3, bx = b * 3;
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const dx = this.pos[bx] - this.pos[ax];
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const dy = this.pos[bx + 1] - this.pos[ax + 1];
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const dz = this.pos[bx + 2] - this.pos[ax + 2];
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this.springs.push({ a, b, restBase: Math.hypot(dx, dy, dz), rest: 0, kind });
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};
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for (let v = 0; v < N; v++) {
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for (let u = 0; u < N; u++) {
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if (u < N - 1) link(idx(u, v), idx(u + 1, v), 'struct');
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if (v < N - 1) link(idx(u, v), idx(u, v + 1), 'struct');
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if (u < N - 1 && v < N - 1) {
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link(idx(u, v), idx(u + 1, v + 1), 'shear');
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link(idx(u + 1, v), idx(u, v + 1), 'shear');
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}
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if (u < N - 2) link(idx(u, v), idx(u + 2, v), 'bend');
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if (v < N - 2) link(idx(u, v), idx(u, v + 2), 'bend');
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}
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}
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// XPBD Lagrange multipliers, one per spring, reset every substep
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this.lambda = new Float64Array(this.springs.length);
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// Springs meeting each corner, kept as {spring, index} so the load meter can
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// look up each one's multiplier. Bend springs are included: the hardware
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// physically carries every element that touches it, and leaving them out
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// under-reports the reaction and breaks the statics balance.
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this.cornerSprings = this.cornerIdx.map((ci) =>
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this.springs
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.map((s, si) => ({ s, si }))
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.filter(({ s }) => s.a === ci || s.b === ci)
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);
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// triangles: wind acts per face, and coverage raycasts against these
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this.tris = new Uint16Array((N - 1) * (N - 1) * 6);
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let ti = 0;
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for (let v = 0; v < N - 1; v++) {
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for (let u = 0; u < N - 1; u++) {
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const a = idx(u, v), b = idx(u + 1, v), c = idx(u + 1, v + 1), d = idx(u, v + 1);
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this.tris[ti++] = a; this.tris[ti++] = b; this.tris[ti++] = c;
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this.tris[ti++] = a; this.tris[ti++] = c; this.tris[ti++] = d;
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}
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}
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// grid-space proximity of every node to each corner, for per-corner trim
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this._cornerWeight = [];
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for (let k = 0; k < 4; k++) {
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const cu = [0, N - 1, N - 1, 0][k], cv = [0, 0, N - 1, N - 1][k];
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const w = new Float64Array(nodeCount);
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for (let v = 0; v < N; v++) {
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for (let u = 0; u < N; u++) {
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const dist = Math.hypot(u - cu, v - cv) / (N - 1);
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w[idx(u, v)] = Math.max(0, 1 - dist);
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}
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}
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this._cornerWeight.push(w);
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}
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this.area = this._surfaceArea();
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const mass = (FABRIC_DENSITY * this.area) / nodeCount;
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this.nodeMass = mass;
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this.invMass.fill(1 / mass);
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this._applyRestLengths();
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this._repin(0);
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}
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/** Rest lengths shrink as tension rises (1/tension, ported), modulated per corner by trim. */
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_applyRestLengths() {
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for (const s of this.springs) {
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let wsum = 0, tsum = 0;
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for (let k = 0; k < 4; k++) {
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const w = this._cornerWeight[k][s.a] + this._cornerWeight[k][s.b];
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wsum += w;
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tsum += w * this.corners[k].trim;
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}
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const trim = wsum > 1e-9 ? tsum / wsum : 1;
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s.rest = s.restBase / (this.tension * trim);
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}
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}
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/** Pinned corners are infinite-mass so springs stretch honestly against them. */
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_repin(t) {
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for (let k = 0; k < 4; k++) {
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const c = this.corners[k];
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const ci = this.cornerIdx[k];
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if (c.broken) {
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this.invMass[ci] = 1 / this.nodeMass; // freed node — flogging falls out of this
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continue;
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}
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this.invMass[ci] = 0;
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const p = this._anchorPos(c.anchor, t);
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this.pos[ci * 3] = p.x; this.pos[ci * 3 + 1] = p.y; this.pos[ci * 3 + 2] = p.z;
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this.prev[ci * 3] = p.x; this.prev[ci * 3 + 1] = p.y; this.prev[ci * 3 + 2] = p.z;
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}
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}
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_anchorPos(a, t) {
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const p = a.pos;
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if (!a.sway) return p;
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const s = a.sway(t);
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return { x: p.x + s.x, y: p.y + s.y, z: p.z + s.z };
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}
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_surfaceArea() {
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let total = 0;
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for (let i = 0; i < this.tris.length; i += 3) {
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const a = this.tris[i] * 3, b = this.tris[i + 1] * 3, c = this.tris[i + 2] * 3;
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const e1x = this.pos[b] - this.pos[a], e1y = this.pos[b + 1] - this.pos[a + 1], e1z = this.pos[b + 2] - this.pos[a + 2];
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const e2x = this.pos[c] - this.pos[a], e2y = this.pos[c + 1] - this.pos[a + 1], e2z = this.pos[c + 2] - this.pos[a + 2];
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const nx = e1y * e2z - e1z * e2y, ny = e1z * e2x - e1x * e2z, nz = e1x * e2y - e1y * e2x;
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total += Math.hypot(nx, ny, nz) * 0.5;
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}
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return total;
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}
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/**
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* Advance the sim. Accumulates real time and burns it in fixed SIM_DT chunks,
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* so a variable-rate render loop and a fast-forwarded selftest produce
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* identical traces. Never reads a clock.
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*
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* @param {number} dt seconds elapsed since last call
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* @param {object} wind { sample(pos, t) -> {x,y,z} }
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* @param {number} t world time, seconds
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*/
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step(dt, wind, t) {
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if (!this.rigged) return;
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this._acc += dt;
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let n = 0;
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while (this._acc >= SIM_DT && n < MAX_SUBSTEPS) {
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this._substep(SIM_DT, wind, this.t);
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this._acc -= SIM_DT;
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this.t += SIM_DT;
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n++;
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}
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if (n === MAX_SUBSTEPS) this._acc = 0; // dropped frames: don't try to catch up
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}
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_substep(dt, wind, t) {
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this._accumulateWind(wind, t, dt);
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this._integrate(dt);
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this.lambda.fill(0); // XPBD multipliers are per-substep
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for (let i = 0; i < RELAX_ITERS; i++) this._relax(dt * dt);
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this._pinCorners(t);
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this._measureLoads(dt);
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this._checkFailure(dt);
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}
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/** Wind force per FACE — the hypar mechanic lives here. */
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_accumulateWind(wind, t, dt) {
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const pos = this.pos, prev = this.prev, F = this.force;
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F.fill(0);
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const coeff = PRESSURE_COEFF * (1 - this.porosity);
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const tanCoeff = TANGENT_COEFF * (1 - this.porosity);
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const invDt = 1 / dt;
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const probe = this._probe;
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for (let i = 0; i < this.tris.length; i += 3) {
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const ia = this.tris[i] * 3, ib = this.tris[i + 1] * 3, ic = this.tris[i + 2] * 3;
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const e1x = pos[ib] - pos[ia], e1y = pos[ib + 1] - pos[ia + 1], e1z = pos[ib + 2] - pos[ia + 2];
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const e2x = pos[ic] - pos[ia], e2y = pos[ic + 1] - pos[ia + 1], e2z = pos[ic + 2] - pos[ia + 2];
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// |cross| is twice the area and its direction is the face normal
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let nx = e1y * e2z - e1z * e2y, ny = e1z * e2x - e1x * e2z, nz = e1x * e2y - e1y * e2x;
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const len = Math.hypot(nx, ny, nz);
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if (len < 1e-9) continue;
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const area = len * 0.5;
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nx /= len; ny /= len; nz /= len;
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probe.x = (pos[ia] + pos[ib] + pos[ic]) / 3;
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probe.y = (pos[ia + 1] + pos[ib + 1] + pos[ic + 1]) / 3;
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probe.z = (pos[ia + 2] + pos[ib + 2] + pos[ic + 2]) / 3;
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const w = wind.sample(probe, t);
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// Relative wind, not absolute: as the cloth accelerates downwind the load
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// bleeds off by itself. This is what stops flogging from exploding.
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const vx = (pos[ia] - prev[ia] + pos[ib] - prev[ib] + pos[ic] - prev[ic]) / 3 * invDt;
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const vy = (pos[ia + 1] - prev[ia + 1] + pos[ib + 1] - prev[ib + 1] + pos[ic + 1] - prev[ic + 1]) / 3 * invDt;
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const vz = (pos[ia + 2] - prev[ia + 2] + pos[ib + 2] - prev[ib + 2] + pos[ic + 2] - prev[ic + 2]) / 3 * invDt;
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const rx = w.x - vx, ry = w.y - vy, rz = w.z - vz;
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|
||||
const d = clamp(rx * nx + ry * ny + rz * nz, -MAX_NORMAL_SPEED, MAX_NORMAL_SPEED);
|
||||
// d*|d| rather than d^2: keeps the v^2 magnitude but points the force the
|
||||
// way the wind is actually blowing. A sail is double-sided.
|
||||
const p = coeff * area * d * Math.abs(d);
|
||||
|
||||
const tx = (rx - nx * d) * tanCoeff * area;
|
||||
const ty = (ry - ny * d) * tanCoeff * area;
|
||||
const tz = (rz - nz * d) * tanCoeff * area;
|
||||
|
||||
const fx = (nx * p + tx) / 3, fy = (ny * p + ty) / 3, fz = (nz * p + tz) / 3;
|
||||
F[ia] += fx; F[ia + 1] += fy; F[ia + 2] += fz;
|
||||
F[ib] += fx; F[ib + 1] += fy; F[ib + 2] += fz;
|
||||
F[ic] += fx; F[ic + 1] += fy; F[ic + 2] += fz;
|
||||
}
|
||||
}
|
||||
|
||||
_integrate(dt) {
|
||||
const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass;
|
||||
const dt2 = dt * dt;
|
||||
for (let n = 0; n < im.length; n++) {
|
||||
if (im[n] === 0) continue; // pinned
|
||||
const i = n * 3;
|
||||
for (let k = 0; k < 3; k++) {
|
||||
const a = F[i + k] * im[n] + (k === 1 ? GRAVITY : 0);
|
||||
const x = pos[i + k];
|
||||
const nx = x + (x - prev[i + k]) * VEL_DAMP + a * dt2;
|
||||
prev[i + k] = x;
|
||||
pos[i + k] = nx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* XPBD constraint solve. The plain-PBD version of this is simpler, but its
|
||||
* position corrections carry no force information — the leftover stretch
|
||||
* after a fixed iteration count is solver error, not fabric strain, so
|
||||
* reading load off it measures the solver. XPBD's Lagrange multiplier lambda
|
||||
* is the real constraint impulse, so lambda/dt^2 is a genuine newton value
|
||||
* and the corner reactions balance the applied wind by construction.
|
||||
*/
|
||||
_relax(dt2) {
|
||||
const pos = this.pos, im = this.invMass, lam = this.lambda;
|
||||
for (let si = 0; si < this.springs.length; si++) {
|
||||
const s = this.springs[si];
|
||||
const wa = im[s.a], wb = im[s.b];
|
||||
const w = wa + wb;
|
||||
if (w === 0) continue; // both ends pinned
|
||||
const ia = s.a * 3, ib = s.b * 3;
|
||||
const dx = pos[ib] - pos[ia], dy = pos[ib + 1] - pos[ia + 1], dz = pos[ib + 2] - pos[ia + 2];
|
||||
const d = Math.hypot(dx, dy, dz);
|
||||
if (d < 1e-9) continue;
|
||||
const C = d - s.rest;
|
||||
const compliance = s.kind === 'bend' ? COMP_BEND : C > 0 ? COMP_STRETCH : COMP_COMPRESS;
|
||||
const at = compliance / dt2;
|
||||
const dLambda = (-C - at * lam[si]) / (w + at);
|
||||
lam[si] += dLambda;
|
||||
// grad C is -n for node a and +n for node b, with n = (b - a)/d
|
||||
const nx = dx / d, ny = dy / d, nz = dz / d;
|
||||
pos[ia] -= nx * dLambda * wa; pos[ia + 1] -= ny * dLambda * wa; pos[ia + 2] -= nz * dLambda * wa;
|
||||
pos[ib] += nx * dLambda * wb; pos[ib + 1] += ny * dLambda * wb; pos[ib + 2] += nz * dLambda * wb;
|
||||
}
|
||||
}
|
||||
|
||||
_pinCorners(t) {
|
||||
for (let k = 0; k < 4; k++) {
|
||||
const c = this.corners[k];
|
||||
if (c.broken) continue;
|
||||
const ci = this.cornerIdx[k] * 3;
|
||||
const p = this._anchorPos(c.anchor, t);
|
||||
this.pos[ci] = p.x; this.pos[ci + 1] = p.y; this.pos[ci + 2] = p.z;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Corner load = magnitude of the VECTOR sum of the tensions in the springs
|
||||
* meeting that corner, each read off its XPBD multiplier as |lambda|/dt^2.
|
||||
*
|
||||
* Reading tension as FABRIC_K * leftover-stretch instead looks equivalent and
|
||||
* is not: after a fixed 5 iterations the leftover stretch is solver error, so
|
||||
* that number measures the solver rather than the fabric and comes out ~50x
|
||||
* hot. The multiplier is the actual constraint impulse, which is why the
|
||||
* statics assert balances.
|
||||
*
|
||||
* The vector sum (rather than a scalar total) is what
|
||||
* makes DESIGN.md's anchor-angle mechanic fall out for free: edges pulling in
|
||||
* nearly the same direction add up, edges pulling apart partly cancel — so a
|
||||
* pinched corner really does multiply its own load.
|
||||
*/
|
||||
_measureLoads(dt) {
|
||||
const pos = this.pos, lam = this.lambda;
|
||||
const invDt2 = 1 / (dt * dt);
|
||||
const alpha = 1 - Math.exp(-dt / LOAD_TAU);
|
||||
for (let k = 0; k < 4; k++) {
|
||||
const c = this.corners[k];
|
||||
if (c.broken) { c.load = 0; c.loadVec.x = c.loadVec.y = c.loadVec.z = 0; continue; }
|
||||
const ci = this.cornerIdx[k], cix = ci * 3;
|
||||
let sx = 0, sy = 0, sz = 0;
|
||||
for (const { s, si } of this.cornerSprings[k]) {
|
||||
if (lam[si] >= 0) continue; // slack or compressed fabric pulls on nothing
|
||||
const tension = -lam[si] * invDt2; // the multiplier IS the impulse; /dt^2 makes it newtons
|
||||
const o = (s.a === ci ? s.b : s.a) * 3;
|
||||
const dx = pos[o] - pos[cix], dy = pos[o + 1] - pos[cix + 1], dz = pos[o + 2] - pos[cix + 2];
|
||||
const d = Math.hypot(dx, dy, dz);
|
||||
if (d < 1e-9) continue;
|
||||
sx += (dx / d) * tension; sy += (dy / d) * tension; sz += (dz / d) * tension;
|
||||
}
|
||||
c.loadVec.x += (sx - c.loadVec.x) * alpha;
|
||||
c.loadVec.y += (sy - c.loadVec.y) * alpha;
|
||||
c.loadVec.z += (sz - c.loadVec.z) * alpha;
|
||||
const raw = Math.hypot(sx, sy, sz);
|
||||
c.load += (raw - c.load) * alpha;
|
||||
if (c.load > c.peakLoad) c.peakLoad = c.load;
|
||||
}
|
||||
}
|
||||
|
||||
/** Ported from the prototype: 0.4 s sustained over the rating and it lets go. */
|
||||
_checkFailure(dt) {
|
||||
for (const c of this.corners) {
|
||||
if (c.broken) continue;
|
||||
if (c.load > c.hw.rating) c.overload += dt;
|
||||
else c.overload = Math.max(0, c.overload - dt * OVERLOAD_RECOVER);
|
||||
if (c.overload > OVERLOAD_SECS) {
|
||||
c.broken = true;
|
||||
c.overload = 0;
|
||||
c.load = 0;
|
||||
this.events.push({ type: 'break', corner: c, anchorId: c.anchorId, hw: c.hw.name, t: this.t });
|
||||
}
|
||||
}
|
||||
if (this._dirtyRest) { this._applyRestLengths(); this._dirtyRest = false; }
|
||||
}
|
||||
|
||||
/** Re-rig a blown corner with fresh hardware. Lane D's hold-E repair calls this. */
|
||||
repairCorner(index, hw = HARDWARE[1]) {
|
||||
const c = this.corners[index];
|
||||
if (!c || !c.broken) return false;
|
||||
c.broken = false;
|
||||
c.hw = hw;
|
||||
c.load = 0;
|
||||
c.overload = 0;
|
||||
this._repin(this.t);
|
||||
this.events.push({ type: 'repair', corner: c, anchorId: c.anchorId, hw: hw.name, t: this.t });
|
||||
return true;
|
||||
}
|
||||
|
||||
/** Turnbuckle trim at ONE corner (Lane D, 1.2 s hold). Tightens/eases locally. */
|
||||
trimCorner(index, delta) {
|
||||
const c = this.corners[index];
|
||||
if (!c) return false;
|
||||
c.trim = clamp(c.trim + delta, TRIM_MIN, TRIM_MAX);
|
||||
this._dirtyRest = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
setTension(tension) {
|
||||
this.tension = clamp(tension, TENSION_MIN, TENSION_MAX);
|
||||
if (this.rigged) this._applyRestLengths();
|
||||
}
|
||||
|
||||
drainEvents() {
|
||||
const out = this.events;
|
||||
this.events = [];
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ground-projected shade over a rect: fraction of sample points on the rect
|
||||
* that the sail blocks from the sun. This IS the shade mechanic, so it
|
||||
* raycasts toward the actual sun rather than projecting straight down —
|
||||
* which is what lets DESIGN.md's moving/seasonal sun change the answer.
|
||||
*
|
||||
* @param {object} rect {x, z, w, d} on the ground, metres, world XZ
|
||||
* @param {object} sunDir direction TO the sun; defaults to straight overhead
|
||||
*/
|
||||
coverageOver(rect, sunDir = { x: 0, y: 1, z: 0 }) {
|
||||
if (!this.rigged) return 0;
|
||||
const len = Math.hypot(sunDir.x, sunDir.y, sunDir.z) || 1;
|
||||
const dx = sunDir.x / len, dy = sunDir.y / len, dz = sunDir.z / len;
|
||||
if (dy <= 0.01) return 0; // sun at or below the horizon casts no useful shade
|
||||
|
||||
const COLS = 6, ROWS = 4; // prototype sampled 6x4 over the garden
|
||||
let hit = 0;
|
||||
for (let i = 0; i < COLS; i++) {
|
||||
for (let j = 0; j < ROWS; j++) {
|
||||
const ox = rect.x + ((i + 0.5) / COLS) * rect.w;
|
||||
const oz = rect.z + ((j + 0.5) / ROWS) * rect.d;
|
||||
if (this._rayHitsSail(ox, 0, oz, dx, dy, dz)) hit++;
|
||||
}
|
||||
}
|
||||
return hit / (COLS * ROWS);
|
||||
}
|
||||
|
||||
/** Moller-Trumbore against every face; 162 tris, cheap enough to not bother accelerating. */
|
||||
_rayHitsSail(ox, oy, oz, dx, dy, dz) {
|
||||
const pos = this.pos;
|
||||
for (let i = 0; i < this.tris.length; i += 3) {
|
||||
const a = this.tris[i] * 3, b = this.tris[i + 1] * 3, c = this.tris[i + 2] * 3;
|
||||
const e1x = pos[b] - pos[a], e1y = pos[b + 1] - pos[a + 1], e1z = pos[b + 2] - pos[a + 2];
|
||||
const e2x = pos[c] - pos[a], e2y = pos[c + 1] - pos[a + 1], e2z = pos[c + 2] - pos[a + 2];
|
||||
const px = dy * e2z - dz * e2y, py = dz * e2x - dx * e2z, pz = dx * e2y - dy * e2x;
|
||||
const det = e1x * px + e1y * py + e1z * pz;
|
||||
if (Math.abs(det) < 1e-9) continue; // ray parallel to the face
|
||||
const inv = 1 / det;
|
||||
const tx = ox - pos[a], ty = oy - pos[a + 1], tz = oz - pos[a + 2];
|
||||
const u = (tx * px + ty * py + tz * pz) * inv;
|
||||
if (u < 0 || u > 1) continue;
|
||||
const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
|
||||
const v = (dx * qx + dy * qy + dz * qz) * inv;
|
||||
if (v < 0 || u + v > 1) continue;
|
||||
const hitT = (e2x * qx + e2y * qy + e2z * qz) * inv;
|
||||
if (hitT > 1e-6) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Sum of the aerodynamic + weight force on the whole sail, N. Used by the statics assert. */
|
||||
netAppliedForce(wind, t) {
|
||||
this._accumulateWind(wind, t, SIM_DT);
|
||||
let fx = 0, fy = 0, fz = 0;
|
||||
for (let n = 0; n < this.invMass.length; n++) {
|
||||
fx += this.force[n * 3];
|
||||
fy += this.force[n * 3 + 1] + GRAVITY * this.nodeMass;
|
||||
fz += this.force[n * 3 + 2];
|
||||
}
|
||||
return { x: fx, y: fy, z: fz };
|
||||
}
|
||||
|
||||
maxLoad() {
|
||||
let m = 0;
|
||||
for (const c of this.corners) if (c.load > m) m = c.load;
|
||||
return m;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* three.js view over a rig. Imported lazily so the sim core above stays
|
||||
* headless-runnable; call this only from the browser, after Lane A's vendor/
|
||||
* exists. Returns a THREE.Group to add to the scene, with update() per frame.
|
||||
*/
|
||||
export async function createSailView(rig, { color = 0xd8c48a } = {}) {
|
||||
const THREE = await import('../vendor/three.module.js');
|
||||
|
||||
const geo = new THREE.BufferGeometry();
|
||||
const verts = new Float32Array(rig.pos.length);
|
||||
geo.setAttribute('position', new THREE.BufferAttribute(verts, 3));
|
||||
geo.setIndex(new THREE.BufferAttribute(new Uint16Array(rig.tris), 1));
|
||||
|
||||
const mat = new THREE.MeshStandardMaterial({
|
||||
color, side: THREE.DoubleSide, roughness: 0.92, metalness: 0.0,
|
||||
});
|
||||
const mesh = new THREE.Mesh(geo, mat);
|
||||
mesh.castShadow = true; // the shadow IS the product
|
||||
mesh.receiveShadow = true;
|
||||
mesh.frustumCulled = false; // it flogs well outside its initial bounds
|
||||
|
||||
const group = new THREE.Group();
|
||||
group.add(mesh);
|
||||
group.update = () => {
|
||||
verts.set(rig.pos);
|
||||
geo.attributes.position.needsUpdate = true;
|
||||
geo.computeVertexNormals();
|
||||
geo.computeBoundingSphere();
|
||||
};
|
||||
group.update();
|
||||
return group;
|
||||
}
|
||||
352
web/world/js/sail.selftest.js
Normal file
352
web/world/js/sail.selftest.js
Normal file
@ -0,0 +1,352 @@
|
||||
/**
|
||||
* sail.selftest.js — assert suite for the sail sim. [Lane B]
|
||||
*
|
||||
* DOM-free and three-free on purpose: runs today under `node sail.selftest.js`
|
||||
* before Lane A's shell exists, and Lane A's selftest.html can import
|
||||
* runSailSelftest() unchanged once it lands. Drives the sim with fixed-dt loops
|
||||
* only — never rAF, never a clock.
|
||||
*
|
||||
* The headline assert is `hypar sheds load vs flat`: it is the game's thesis
|
||||
* stated as a test. If it ever goes red, the sail has stopped being a sail.
|
||||
*/
|
||||
|
||||
import { SailRig, HARDWARE } from './sail.js';
|
||||
|
||||
const SIM_DT = 1 / 60;
|
||||
|
||||
// ---------- deterministic stub wind (Lane C owns the real weather.js) ----------
|
||||
|
||||
function mulberry32(seed) {
|
||||
return function () {
|
||||
seed |= 0; seed = (seed + 0x6d2b79f5) | 0;
|
||||
let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
|
||||
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
|
||||
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Ports the prototype's gust scheduler shape: telegraph 1.5 s, ramp 0.8 s,
|
||||
* hold ~1.7 s, fade 1 s. The schedule is precomputed from the seed so
|
||||
* sample(pos, t) stays a pure function of t — which is what makes the
|
||||
* determinism assert meaningful and lets the selftest fast-forward.
|
||||
*/
|
||||
function makeStubWind({ seed = 7, stormLen = 90, dir = { x: 0, y: 0, z: 1 }, calm = false } = {}) {
|
||||
const rng = mulberry32(seed);
|
||||
const gusts = [];
|
||||
for (let t = 3; t < stormLen; t += 5 + rng() * 7) {
|
||||
gusts.push({ start: t, pow: 12 + rng() * 16 + 10 * (t / stormLen) });
|
||||
}
|
||||
const len = Math.hypot(dir.x, dir.y, dir.z) || 1;
|
||||
const dx = dir.x / len, dy = dir.y / len, dz = dir.z / len;
|
||||
const out = { x: 0, y: 0, z: 0 };
|
||||
|
||||
return {
|
||||
speedAt(t) {
|
||||
if (calm) return 0;
|
||||
const p = Math.min(1, t / stormLen);
|
||||
let speed = 8 + 26 * Math.min(1, p * 1.6);
|
||||
for (const g of gusts) {
|
||||
const gt = t - g.start;
|
||||
if (gt < 0 || gt >= 5) continue;
|
||||
if (gt < 1.5) continue; // telegraph: you see it, you don't feel it
|
||||
else if (gt < 2.3) speed += g.pow * (gt - 1.5) / 0.8; // ramp
|
||||
else if (gt < 4.0) speed += g.pow; // hold
|
||||
else speed += g.pow * (5.0 - gt); // fade
|
||||
}
|
||||
return speed;
|
||||
},
|
||||
sample(pos, t) {
|
||||
const s = this.speedAt(t);
|
||||
out.x = dx * s; out.y = dy * s; out.z = dz * s;
|
||||
return out;
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
const constantWind = (v) => ({ sample: () => v, speedAt: () => Math.hypot(v.x, v.y, v.z) });
|
||||
|
||||
// ---------- test rigs ----------
|
||||
// Same 5x5 m footprint, same multiset of corner heights {4.0, 4.0, 2.5, 2.5}.
|
||||
// Only the ARRANGEMENT differs: coplanar (flat, pitched) vs permuted (twisted
|
||||
// hypar). Any load difference is therefore purely geometry, nothing else.
|
||||
|
||||
const FOOT = [
|
||||
{ x: -2.5, z: -2.5 }, { x: 2.5, z: -2.5 }, { x: 2.5, z: 2.5 }, { x: -2.5, z: 2.5 },
|
||||
];
|
||||
const HEIGHTS_FLAT = [4.0, 4.0, 2.5, 2.5]; // y is linear in z -> one plane
|
||||
const HEIGHTS_HYPAR = [4.0, 2.5, 4.0, 2.5]; // opposite corners up/down -> saddle
|
||||
|
||||
const makeAnchors = (heights) =>
|
||||
FOOT.map((f, i) => ({
|
||||
id: `a${i}`,
|
||||
type: 'post',
|
||||
pos: { x: f.x, y: heights[i], z: f.z },
|
||||
}));
|
||||
|
||||
const ALL_IDS = ['a0', 'a1', 'a2', 'a3'];
|
||||
const UNBREAKABLE = { name: 'test rig', cost: 0, rating: Infinity };
|
||||
|
||||
function rig(heights, { hw = UNBREAKABLE, tension = 1.0, porosity = 0 } = {}) {
|
||||
return new SailRig({ anchors: makeAnchors(heights), gridN: 10, porosity })
|
||||
.attach(ALL_IDS, [hw, hw, hw, hw], tension);
|
||||
}
|
||||
|
||||
/** Fixed-dt fast-forward. Returns peak corner load seen over the whole run, N. */
|
||||
function runStorm(r, wind, secs, onStep) {
|
||||
const steps = Math.round(secs / SIM_DT);
|
||||
let peak = 0;
|
||||
for (let i = 0; i < steps; i++) {
|
||||
r.step(SIM_DT, wind, i * SIM_DT);
|
||||
const m = r.maxLoad();
|
||||
if (m > peak) peak = m;
|
||||
if (onStep) onStep(r, i);
|
||||
}
|
||||
return peak;
|
||||
}
|
||||
|
||||
// ---------- tiny assert harness ----------
|
||||
|
||||
const results = [];
|
||||
function test(name, fn) {
|
||||
try {
|
||||
const detail = fn();
|
||||
results.push({ name, pass: true, detail: detail || '' });
|
||||
} catch (e) {
|
||||
results.push({ name, pass: false, detail: e.message });
|
||||
}
|
||||
}
|
||||
function assert(cond, msg) {
|
||||
if (!cond) throw new Error(msg);
|
||||
}
|
||||
const kN = (n) => `${(n / 1000).toFixed(2)} kN`;
|
||||
|
||||
// ---------- the suite ----------
|
||||
|
||||
export function runSailSelftest() {
|
||||
results.length = 0;
|
||||
|
||||
test('sim stays finite through a full storm', () => {
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
runStorm(r, makeStubWind({ stormLen: 90 }), 90);
|
||||
for (const v of r.pos) assert(Number.isFinite(v), 'node position went NaN/Infinity');
|
||||
for (const c of r.corners) assert(Number.isFinite(c.load), 'corner load went NaN');
|
||||
return `peak ${kN(r.corners.reduce((m, c) => Math.max(m, c.peakLoad), 0))}`;
|
||||
});
|
||||
|
||||
test('sail sags under gravity when calm', () => {
|
||||
const r = rig(HEIGHTS_FLAT);
|
||||
runStorm(r, makeStubWind({ calm: true }), 6);
|
||||
const N = r.N, mid = (Math.floor(N / 2) * N + Math.floor(N / 2)) * 3;
|
||||
const midY = r.pos[mid + 1];
|
||||
const cornerMeanY = HEIGHTS_FLAT.reduce((a, b) => a + b) / 4;
|
||||
assert(midY < cornerMeanY, `belly (${midY.toFixed(2)}m) should hang below corner mean (${cornerMeanY}m)`);
|
||||
return `belly sags ${(cornerMeanY - midY).toFixed(2)} m below corner plane`;
|
||||
});
|
||||
|
||||
// Newton's third law. This is what calibrates FABRIC_K into real newtons:
|
||||
// if the corner reactions don't sum to the actual aerodynamic + weight force
|
||||
// on the fabric, the load meter is lying and every kN rating is meaningless.
|
||||
test('statics: corner reactions balance the applied force', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 18 });
|
||||
const r = rig(HEIGHTS_FLAT);
|
||||
runStorm(r, w, 12); // settle
|
||||
// A membrane in steady wind never fully stops moving, so this compares the
|
||||
// TIME-AVERAGED reaction against the time-averaged applied force. That is
|
||||
// the momentum balance that has to hold; instant by instant it need not.
|
||||
let n = 0, ax = 0, ay = 0, az = 0, rx = 0, ry = 0, rz = 0;
|
||||
const steps = Math.round(4 / SIM_DT);
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const t = 12 + i * SIM_DT;
|
||||
r.step(SIM_DT, w, t);
|
||||
const f = r.netAppliedForce(w, t);
|
||||
ax += f.x; ay += f.y; az += f.z;
|
||||
for (const c of r.corners) { rx += c.loadVec.x; ry += c.loadVec.y; rz += c.loadVec.z; }
|
||||
n++;
|
||||
}
|
||||
ax /= n; ay /= n; az /= n; rx /= n; ry /= n; rz /= n;
|
||||
const appliedMag = Math.hypot(ax, ay, az);
|
||||
const err = Math.hypot(rx - ax, ry - ay, rz - az) / appliedMag;
|
||||
assert(err < 0.2, `reactions ${kN(Math.hypot(rx, ry, rz))} vs applied ${kN(appliedMag)} — ${(err * 100).toFixed(0)}% out of balance`);
|
||||
return `applied ${kN(appliedMag)}, reactions ${kN(Math.hypot(rx, ry, rz))}, residual ${(err * 100).toFixed(1)}%`;
|
||||
});
|
||||
|
||||
// THE THESIS. A twisted sail resists bellying into one coherent pocket, so
|
||||
// its worst moment is gentler than a flat sail's worst moment.
|
||||
//
|
||||
// Scored on WORST CASE over wind direction, not per-direction. Lane C's
|
||||
// storms veer, so the player never gets to choose the wind, and worst-case is
|
||||
// what the hardware actually has to survive. Per-direction would be a false
|
||||
// assert: a flat sail that happens to sit edge-on to the wind genuinely does
|
||||
// have low drag, and from that one angle it beats the hypar. Demanding
|
||||
// otherwise would mean tuning the sim into a lie.
|
||||
test('hypar sheds load vs flat, worst case over wind direction (the thesis)', () => {
|
||||
const DIRS = [
|
||||
{ name: 'N', x: 0, z: 1 }, { name: 'NE', x: 0.707, z: 0.707 },
|
||||
{ name: 'E', x: 1, z: 0 }, { name: 'SE', x: 0.707, z: -0.707 },
|
||||
{ name: 'S', x: 0, z: -1 }, { name: 'SW', x: -0.707, z: -0.707 },
|
||||
{ name: 'W', x: -1, z: 0 }, { name: 'NW', x: -0.707, z: 0.707 },
|
||||
];
|
||||
const sweep = (heights) => {
|
||||
let worst = 0, at = '';
|
||||
for (const d of DIRS) {
|
||||
const storm = makeStubWind({ seed: 7, stormLen: 45, dir: { x: d.x, y: 0, z: d.z } });
|
||||
const p = runStorm(rig(heights), storm, 45);
|
||||
if (p > worst) { worst = p; at = d.name; }
|
||||
}
|
||||
return { worst, at };
|
||||
};
|
||||
const flat = sweep(HEIGHTS_FLAT);
|
||||
const hypar = sweep(HEIGHTS_HYPAR);
|
||||
assert(
|
||||
hypar.worst < flat.worst * 0.8,
|
||||
`hypar worst ${kN(hypar.worst)} (${hypar.at}) should be well under flat worst ${kN(flat.worst)} (${flat.at})`
|
||||
);
|
||||
const shed = (1 - hypar.worst / flat.worst) * 100;
|
||||
return `flat worst ${kN(flat.worst)} from ${flat.at} -> hypar worst ${kN(hypar.worst)} from ${hypar.at} (sheds ${shed.toFixed(0)}%)`;
|
||||
});
|
||||
|
||||
test('cascade: losing a corner spikes its neighbours', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 22 });
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
runStorm(r, w, 6); // settle
|
||||
const before = Math.max(r.corners[1].load, r.corners[3].load);
|
||||
r.corners[0].broken = true;
|
||||
r._repin(r.t);
|
||||
runStorm(r, w, 2.5); // let the load redistribute
|
||||
const after = Math.max(r.corners[1].load, r.corners[3].load);
|
||||
assert(after >= before * 2, `neighbour went ${kN(before)} -> ${kN(after)}, wanted >= 2x`);
|
||||
return `neighbour ${kN(before)} -> ${kN(after)} (${(after / before).toFixed(1)}x)`;
|
||||
});
|
||||
|
||||
test('determinism: identical inputs give byte-equal load traces', () => {
|
||||
const trace = () => {
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
const w = makeStubWind({ seed: 3, stormLen: 30 });
|
||||
const out = [];
|
||||
runStorm(r, w, 30, (rr) => { for (const c of rr.corners) out.push(c.load); });
|
||||
return out;
|
||||
};
|
||||
const a = trace(), b = trace();
|
||||
assert(a.length === b.length, 'traces differ in length');
|
||||
for (let i = 0; i < a.length; i++) {
|
||||
assert(a[i] === b[i], `sample ${i} diverged: ${a[i]} vs ${b[i]}`);
|
||||
}
|
||||
return `${a.length} load samples identical`;
|
||||
});
|
||||
|
||||
test('determinism: variable frame dt matches fixed dt', () => {
|
||||
// Lane A's render loop delivers ragged dt. The internal accumulator has to
|
||||
// absorb that, or nothing the selftest proves applies to the real game.
|
||||
const w1 = makeStubWind({ seed: 5, stormLen: 20 });
|
||||
const fixed = rig(HEIGHTS_HYPAR);
|
||||
for (let i = 0; i < Math.round(20 / SIM_DT); i++) fixed.step(SIM_DT, w1, i * SIM_DT);
|
||||
|
||||
const w2 = makeStubWind({ seed: 5, stormLen: 20 });
|
||||
const ragged = rig(HEIGHTS_HYPAR);
|
||||
const rng = mulberry32(99);
|
||||
let acc = 0;
|
||||
while (acc < 20) {
|
||||
const dt = 0.004 + rng() * 0.02; // 4-24 ms frames
|
||||
ragged.step(dt, w2, acc);
|
||||
acc += dt;
|
||||
}
|
||||
for (let k = 0; k < 4; k++) {
|
||||
const d = Math.abs(fixed.corners[k].load - ragged.corners[k].load);
|
||||
assert(d < 1e-6, `corner ${k} drifted ${d.toFixed(6)} N between fixed and ragged dt`);
|
||||
}
|
||||
return 'ragged frame times converge on the fixed-dt trace';
|
||||
});
|
||||
|
||||
test('tension dial changes load (drum tight shock-loads)', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 20 });
|
||||
const loose = rig(HEIGHTS_HYPAR, { tension: 0.7 });
|
||||
const tight = rig(HEIGHTS_HYPAR, { tension: 1.35 });
|
||||
const loosePeak = runStorm(loose, w, 8);
|
||||
const tightPeak = runStorm(tight, w, 8);
|
||||
assert(tightPeak > loosePeak, `tight ${kN(tightPeak)} should exceed loose ${kN(loosePeak)}`);
|
||||
return `loose ${kN(loosePeak)} vs tight ${kN(tightPeak)}`;
|
||||
});
|
||||
|
||||
test('porous shade cloth carries less load than solid membrane', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 20 });
|
||||
const solid = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0 }), w, 8);
|
||||
const porous = runStorm(rig(HEIGHTS_HYPAR, { porosity: 0.35 }), w, 8);
|
||||
assert(porous < solid, `porous ${kN(porous)} should be under solid ${kN(solid)}`);
|
||||
return `solid ${kN(solid)} vs porous ${kN(porous)}`;
|
||||
});
|
||||
|
||||
test('coverage: sail shades the ground under it, not beside it', () => {
|
||||
const r = rig(HEIGHTS_FLAT);
|
||||
runStorm(r, makeStubWind({ calm: true }), 4);
|
||||
const under = r.coverageOver({ x: -2, z: -2, w: 4, d: 4 });
|
||||
const beside = r.coverageOver({ x: 12, z: 12, w: 4, d: 4 });
|
||||
assert(under > 0.9, `ground under the sail only ${(under * 100).toFixed(0)}% shaded`);
|
||||
assert(beside === 0, `ground 12 m away reported ${(beside * 100).toFixed(0)}% shaded`);
|
||||
return `under sail ${(under * 100).toFixed(0)}%, off to the side ${(beside * 100).toFixed(0)}%`;
|
||||
});
|
||||
|
||||
test('coverage tracks a low sun off to the side', () => {
|
||||
const r = rig(HEIGHTS_FLAT);
|
||||
runStorm(r, makeStubWind({ calm: true }), 4);
|
||||
const noon = r.coverageOver({ x: -2, z: -2, w: 4, d: 4 }, { x: 0, y: 1, z: 0 });
|
||||
const lowSun = r.coverageOver({ x: -2, z: -2, w: 4, d: 4 }, { x: 0.9, y: 0.25, z: 0 });
|
||||
assert(noon > lowSun, `shadow should slide off the bed as the sun drops (noon ${noon}, low ${lowSun})`);
|
||||
return `noon ${(noon * 100).toFixed(0)}% -> low sun ${(lowSun * 100).toFixed(0)}%`;
|
||||
});
|
||||
|
||||
// PLAN3D §7 definition of done, in miniature.
|
||||
test('cheap flat rig cascades; twisted mixed rig survives', () => {
|
||||
const storm = () => makeStubWind({ seed: 11, stormLen: 90 });
|
||||
const cheap = rig(HEIGHTS_FLAT, { hw: HARDWARE[0], tension: 1.35 });
|
||||
runStorm(cheap, storm(), 90);
|
||||
const cheapBroken = cheap.corners.filter((c) => c.broken).length;
|
||||
|
||||
const good = rig(HEIGHTS_HYPAR, { hw: HARDWARE[2], tension: 0.95 });
|
||||
runStorm(good, storm(), 90);
|
||||
const goodBroken = good.corners.filter((c) => c.broken).length;
|
||||
|
||||
assert(cheapBroken >= 2, `flat drum-tight carabiner rig only lost ${cheapBroken} corners — should cascade`);
|
||||
assert(goodBroken === 0, `twisted rated-shackle rig lost ${goodBroken} corners — should survive`);
|
||||
return `cheap flat lost ${cheapBroken}/4, good hypar lost ${goodBroken}/4`;
|
||||
});
|
||||
|
||||
test('repair re-pins a blown corner and it carries load again', () => {
|
||||
const w = constantWind({ x: 0, y: 0, z: 20 });
|
||||
const r = rig(HEIGHTS_HYPAR);
|
||||
runStorm(r, w, 4);
|
||||
r.corners[0].broken = true;
|
||||
r._repin(r.t);
|
||||
runStorm(r, w, 1);
|
||||
assert(r.corners[0].load === 0, 'broken corner should carry no load');
|
||||
assert(r.repairCorner(0, HARDWARE[1]), 'repairCorner should report success');
|
||||
runStorm(r, w, 3);
|
||||
assert(r.corners[0].load > 100, `repaired corner only pulling ${kN(r.corners[0].load)}`);
|
||||
const evs = r.drainEvents();
|
||||
assert(evs.some((e) => e.type === 'repair'), 'no repair event emitted');
|
||||
return `repaired corner back to ${kN(r.corners[0].load)}`;
|
||||
});
|
||||
|
||||
const pass = results.every((r) => r.pass);
|
||||
return { pass, results };
|
||||
}
|
||||
|
||||
// ---------- entry points ----------
|
||||
|
||||
function report(out) {
|
||||
const lines = out.results.map(
|
||||
(r) => `${r.pass ? 'PASS' : 'FAIL'} ${r.name}${r.detail ? `\n ${r.detail}` : ''}`
|
||||
);
|
||||
return `${lines.join('\n')}\n\n${out.pass ? 'ALL GREEN' : 'FAILURES'} — ${out.results.filter((r) => r.pass).length}/${out.results.length}`;
|
||||
}
|
||||
|
||||
// Run only when invoked directly: `node web/world/js/sail.selftest.js`.
|
||||
// Importing the module must not run the suite. In the browser `process` is
|
||||
// undefined, so Lane A's selftest.html just calls runSailSelftest() itself.
|
||||
if (typeof process !== 'undefined' && process.versions?.node && import.meta.filename === process.argv[1]) {
|
||||
const out = runSailSelftest();
|
||||
console.log(report(out));
|
||||
process.exit(out.pass ? 0 : 1);
|
||||
}
|
||||
|
||||
export { report, makeStubWind, HEIGHTS_FLAT, HEIGHTS_HYPAR, makeAnchors };
|
||||
Loading…
Reference in New Issue
Block a user