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>
618 lines
24 KiB
JavaScript
618 lines
24 KiB
JavaScript
/**
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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);
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// d*|d| rather than d^2: keeps the v^2 magnitude but points the force the
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// way the wind is actually blowing. A sail is double-sided.
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const p = coeff * area * d * Math.abs(d);
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const tx = (rx - nx * d) * tanCoeff * area;
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const ty = (ry - ny * d) * tanCoeff * area;
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const tz = (rz - nz * d) * tanCoeff * area;
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const fx = (nx * p + tx) / 3, fy = (ny * p + ty) / 3, fz = (nz * p + tz) / 3;
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F[ia] += fx; F[ia + 1] += fy; F[ia + 2] += fz;
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F[ib] += fx; F[ib + 1] += fy; F[ib + 2] += fz;
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F[ic] += fx; F[ic + 1] += fy; F[ic + 2] += fz;
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}
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}
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_integrate(dt) {
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const pos = this.pos, prev = this.prev, F = this.force, im = this.invMass;
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|
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;
|
|
}
|