STABLE! STABLE wave equation.
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@ -1,6 +1,67 @@
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local function Polar( x, y )
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local arctan = math.atan2( y, x )
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--maybe we don't need this line?
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--if arctan < 0.0 then arctan = arctan + 2.0 * math.pi end
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return math.sqrt( x * x + y * y ), arctan
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end
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local function tPolar( t )
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return Polar( t.x, t.y )
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end
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local function LerpWave( cur, new, alpha, x )
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local a = cur:Interpolate( x )
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local b = new:Interpolate( x )
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return alpha * b + ( 1.0 - alpha ) * a
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end
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--Peak of alpha * cur + (1 - alpha) * new on interval [xi, xf]
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local function GetMinimum( cur, new, alpha, xi, xf )
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local ri, rf = LerpWave( cur, new, alpha, xi ), LerpWave( cur, new, alpha, xf )
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local xm = 0.5 * ( xi + xf )
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local rm = LerpWave( cur, new, alpha, 0.5 * ( xi + xf ) )
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return math.min( ri, rf )
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end
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local function GetTimeFromAlpha( alpha, curM, newM )
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return alpha * newM.t + ( 1.0 - alpha ) * curM.t
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end
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local function DetectCollision( curMarble, newMarble, curWave, newWave )
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local t, r, th, normal
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if t then return { t = t, r = r, th = th, normal = normal } end
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local t, dt, r, th, normal
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--Polar coordinates:
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local iRadius, iTheta = tPolar( curMarble )
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local fRadius, fTheta = tPolar( newMarble )
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local iWaveRadius = curWave:Interpolate( iTheta )
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local fWaveRadius = curWave:Interpolate( fTheta )
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--Case 1: marble is already outside the curve.
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if iRadius > iWaveRadius then
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return {
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dt = newMarble.t - curMarble.t,
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t = curMarble.t,
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r = iWaveRadius,
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th = iTheta,
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normal = iTheta - math.atan( curWave:Derivative( iTheta ) ), }
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end
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--Case 2: marble is outside the curve by tick end.
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if fRadius > fWaveRadius then
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--This isn't right, fix later.
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return {
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dt = 0,
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t = newMarble.t,
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r = fWaveRadius,
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th = fTheta,
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normal = fTheta - math.atan( curWave:Derivative( iTheta ) ) }
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end
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--Case 3: check whether marble passed through analog peak.
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--Case 4: marble must have remained inside curve.
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return
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end
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return DetectCollision
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@ -1,6 +1,5 @@
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--Character controller. Renders point particle.
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local love = love
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--local wave = assert( require "wave" )
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local oldBuffer = love.graphics.newCanvas()
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local newBuffer = love.graphics.newCanvas()
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local oldState, curState, newState
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@ -26,8 +25,8 @@ end
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local function OnImpact( impact )
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--Adjust current trajectory according to collision.
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if not impact.tNext then return end
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return Integrate( impact.tNext - impact.t ) --Hmm! Maybe this should be a fixed step instead for stability's sake.
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if not impact.dt then return end
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return Integrate( impact.dt ) --Hmm! Maybe this should be a fixed step instead for stability's sake.
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end
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local function Update()
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@ -79,9 +78,9 @@ local function Draw()
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--Render circle directly to screen.
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love.graphics.setCanvas()
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love.graphics.draw( newBuffer )
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--love.graphics.circle( "fill", xf, yf, 5.0 )
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love.graphics.setColor( 1, 1, 1, 1.0 ) --White.
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--love.graphics.circle( "line", xf, yf, 5.0 )
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love.graphics.setLineWidth( 1.0 )
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love.graphics.circle( "line", xn, yn, 4 )
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oldBuffer, newBuffer = newBuffer, oldBuffer
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13
wave.lua
13
wave.lua
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@ -2,7 +2,8 @@
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local love = love
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local old, cur, new --States add beginning of last tick, current tick, and next tick respectively.
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local N = 13
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local N = 17
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local SOUNDSPEED = 2.0
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local function Current() return cur end
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local function Next() return new end
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@ -133,7 +134,7 @@ local function Wave( )
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}
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for i = 1, N do
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t.radii[i] = 0.3 * math.sin( i * 2.0 * math.pi / N )
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t.radii[i] = 1.0 + 0.05 * math.sin( i * 2.0 * math.pi / N )
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t.vrad[i] = 0.0
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end
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DFT( t )
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@ -216,12 +217,14 @@ local function Update()
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end
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local function Integrate( step )
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local t = love.timer.getTime()
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for i = 1, N do
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new.radii[i] = 0.05 * math.cos( math.sin( t * 0.05 + i ) )
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--new.vrad[i] =
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local rxx = cur:SecondDerivative( math.pi * 2.0 * ( i - 1 ) / N )
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new.radii[i] = 2.0 * cur.radii[i] - old.radii[i] + step * step * SOUNDSPEED * rxx
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end
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cur:DFT( )
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new:DFT( )
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end
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