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Move boat to BuoyancyApplicationsModel #234
Comments
Working copy: Subject: [PATCH] Do not show the pool scale when resetting the boat scene, see https://github.com/phetsims/buoyancy/issues/179
---
Index: js/buoyancy/model/applications/BuoyancyApplicationsModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts b/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts
--- a/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts (revision 2a2232fae9909676ede8b4116680d9b3e89bac4f)
+++ b/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts (date 1719241175312)
@@ -19,6 +19,18 @@
import { BottleOrBoat, BottleOrBoatValues } from './BottleOrBoat.js';
import StringUnionProperty from '../../../../../axon/js/StringUnionProperty.js';
import MassTag from '../../../common/model/MassTag.js';
+import Basin from '../../../common/model/Basin.js';
+import Mass from '../../../common/model/Mass.js';
+
+// Faster than normal stepping to fill the boat (kind of like animation speed)
+const FILL_EMPTY_MULTIPLIER = 0.3;
+
+// 90% of the boat is out of the water before spilling out the full boat
+const BOAT_READY_TO_SPILL_OUT_THRESHOLD = 0.9;
+
+// Y model distance of tolerance between the boat basin fluidY level and the boat basin stepTop. This was needed to
+// prevent filling thrashing as a containing mass floats around. See updateLiquidLevel();
+const BOAT_FULL_THRESHOLD = 0.01;
export type BuoyancyApplicationsModelOptions = DensityBuoyancyModelOptions;
@@ -31,6 +43,9 @@
public readonly boat: Boat;
private readonly scale: Scale; // Scale sitting on the ground next to the pool
+ // Flag that sets an animation to empty the boat of any water inside of it
+ private spillingWaterOutOfBoat = false;
+
public constructor( options: BuoyancyApplicationsModelOptions ) {
const tandem = options.tandem;
@@ -103,6 +118,20 @@
assert && assert( !this.boat.visibleProperty.value || !this.bottle.visibleProperty.value,
'Boat and bottle should not be visible at the same time' );
} );
+
+ let boatVerticalVelocity = 0;
+ let boatVerticalAcceleration = 0;
+
+ this.postStepPhase1Emitter.addListener( dt => {
+ const boat = this.boat;
+
+ if ( dt ) {
+ boat.setUnderwaterState( this.pool.fluidYInterpolatedProperty.currentValue );
+ const nextBoatVerticalVelocity = this.engine.bodyGetVelocity( boat.body ).y;
+ boatVerticalAcceleration = ( nextBoatVerticalVelocity - boatVerticalVelocity ) / dt;
+ boatVerticalVelocity = nextBoatVerticalVelocity;
+ }
+ } );
}
public override step( dt: number ): void {
@@ -112,10 +141,6 @@
super.step( dt );
}
- public override getBoat(): Boat | null {
- return this.boat;
- }
-
/**
* Moves the boat and block to their initial locations (see https://github.com/phetsims/buoyancy/issues/25)
*/
@@ -143,11 +168,147 @@
super.reset();
+ this.spillingWaterOutOfBoat = false;
+
this.sceneProperty.reset();
assert && assert( !this.boat.visibleProperty.value || !this.bottle.visibleProperty.value,
'Boat and bottle should not be visible at the same time' );
}
+
+ private updateFluidsForBoat( poolFluidVolume: number ): number {
+ const boat = this.boat;
+
+ assert && assert( boat, 'boat needed to update liquids for boat' );
+
+ const boatBasin = boat.basin;
+ if ( boat.visibleProperty.value ) {
+ let boatFluidVolume = boatBasin.fluidVolumeProperty.value;
+ const boatBasinMaximumVolume = boatBasin.getMaximumVolume( boatBasin.stepTop );
+
+ const poolEmptyVolumeToBoatTop = this.pool.getEmptyVolume( Math.min( boat.stepTop, this.poolBounds.maxY ) );
+ const boatEmptyVolumeToBoatTop = boatBasin.getEmptyVolume( boat.stepTop );
+
+ // Calculate adjustments to water volumes to match the current space in the basin
+ let poolExcess = poolFluidVolume - poolEmptyVolumeToBoatTop;
+ let boatExcess = boatFluidVolume - boatEmptyVolumeToBoatTop;
+
+ const boatHeight = boat.shapeProperty.value.getBounds().height;
+
+ if ( boatFluidVolume ) {
+
+ // If the top of the boat is out of the water past the height threshold, spill the water back into the pool
+ // (even if not totally full).
+ if ( boat.stepTop > this.pool.fluidYInterpolatedProperty.currentValue + boatHeight * BOAT_READY_TO_SPILL_OUT_THRESHOLD ) {
+ this.spillingWaterOutOfBoat = true;
+ }
+ }
+ else {
+ // If the boat is empty, stop spilling
+ this.spillingWaterOutOfBoat = false;
+ }
+
+ // If the boat is out of the water, spill the water back into the pool
+ if ( this.spillingWaterOutOfBoat ) {
+ boatExcess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatFluidVolume );
+ }
+ else if ( boatFluidVolume > 0 &&
+ Math.abs( boatBasin.fluidYInterpolatedProperty.currentValue - boatBasin.stepTop ) >= BOAT_FULL_THRESHOLD ) {
+ // If the boat is neither full nor empty, nor spilling, then it is currently filling up. We will up no matter
+ // the current water leve or the boat AND no matter the boats position. This is because the boat can only
+ // ever be full or empty (or animating to one of those states).
+
+ const excess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatBasinMaximumVolume - boatFluidVolume ); // This animates the boat spilling in
+ poolExcess = excess;
+ boatExcess = -excess;
+ }
+
+ if ( poolExcess > 0 && boatExcess < 0 ) {
+ const transferVolume = Math.min( poolExcess, -boatExcess );
+ poolFluidVolume -= transferVolume;
+ boatFluidVolume += transferVolume;
+ }
+ else if ( boatExcess > 0 ) {
+ // If the boat overflows, just dump the rest in the pool
+ poolFluidVolume += boatExcess;
+ boatFluidVolume -= boatExcess;
+ }
+ boatBasin.fluidVolumeProperty.value = boatFluidVolume;
+ }
+ else {
+ boatBasin.fluidVolumeProperty.value = 0;
+ }
+ return poolFluidVolume;
+ }
+
+ public override overrideSubmergedVolume( mass: Mass, submergedVolume: number ): number {
+ const boat = this.boat;
+ if ( mass === boat && boat.isUnderwater ) {
+
+ // Special consideration for when boat is underwater
+ // Don't count the liquid inside the boat as part of the mass
+ return boat.volumeProperty.value;
+
+ }
+ else {
+ return submergedVolume;
+ }
+ }
+
+ public override overrideMassValue( submergedVolume: number, massValue: number ): number {
+ return submergedVolume * this.boat.materialProperty.value.density;
+ }
+
+
+ /**
+ * Computes the heights of the main pool liquid (and optionally that of the boat)
+ * NOTE: This does not call the super class method, as it needs to manage the sequencing of the actions, hence
+ * there is duplicated code in this implementation.
+ */
+ protected override updateFluid(): void {
+ const boat = this.boat;
+
+ const basins: Basin[] = [ this.pool ];
+ if ( boat && boat.visibleProperty.value ) {
+ basins.push( boat.basin );
+ this.pool.childBasin = boat.basin;
+ }
+ else {
+ this.pool.childBasin = null;
+ }
+
+ this.masses.forEach( mass => mass.updateStepInformation() );
+ basins.forEach( basin => {
+ basin.stepMasses = this.masses.filter( mass => basin.isMassInside( mass ) );
+ } );
+
+ let poolFluidVolume = this.pool.fluidVolumeProperty.value;
+
+ // May need to adjust volumes between the boat/pool if there is a boat
+ if ( boat ) {
+ poolFluidVolume = this.updateFluidsForBoat( poolFluidVolume );
+ }
+
+ // Check to see if water "spilled" out of the pool, and set the finalized liquid volume
+ this.pool.fluidVolumeProperty.value = Math.min( poolFluidVolume, this.pool.getEmptyVolume( this.poolBounds.maxY ) );
+
+ this.pool.computeY();
+ boat && boat.basin.computeY();
+
+ // If we have a boat that is NOT underwater, we'll assign masses into the boat's basin where relevant. Otherwise,
+ // anything will go just into the pool's basin.
+ if ( boat && boat.visibleProperty.value && !boat.isUnderwater ) {
+ this.masses.forEach( mass => {
+ mass.containingBasin = boat.basin.isMassInside( mass ) ? boat.basin : ( this.pool.isMassInside( mass ) ? this.pool : null );
+ } );
+ }
+ else {
+ this.masses.forEach( mass => {
+ mass.containingBasin = this.pool.isMassInside( mass ) ? this.pool : null;
+ } );
+ }
+ }
+
}
densityBuoyancyCommon.register( 'BuoyancyApplicationsModel', BuoyancyApplicationsModel );
\ No newline at end of file
Index: js/common/model/DensityBuoyancyModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/common/model/DensityBuoyancyModel.ts b/js/common/model/DensityBuoyancyModel.ts
--- a/js/common/model/DensityBuoyancyModel.ts (revision 2a2232fae9909676ede8b4116680d9b3e89bac4f)
+++ b/js/common/model/DensityBuoyancyModel.ts (date 1719241175320)
@@ -18,10 +18,8 @@
import Pool from './Pool.js';
import Scale, { SCALE_WIDTH } from './Scale.js';
import optionize from '../../../../phet-core/js/optionize.js';
-import Boat from '../../buoyancy/model/applications/Boat.js';
import PhysicsEngine, { PhysicsEngineBody } from './PhysicsEngine.js';
import Mass from './Mass.js';
-import Basin from './Basin.js';
import Cuboid from './Cuboid.js';
import TModel from '../../../../joist/js/TModel.js';
import { PhetioObjectOptions } from '../../../../tandem/js/PhetioObject.js';
@@ -40,16 +38,6 @@
const GROUND_FRONT_Z = POOL_DEPTH / 2;
const POOL_BACK_Z = -POOL_DEPTH / 2;
-// Faster than normal stepping to fill the boat (kind of like animation speed)
-const FILL_EMPTY_MULTIPLIER = 0.3;
-
-// 90% of the boat is out of the water before spilling out the full boat
-const BOAT_READY_TO_SPILL_OUT_THRESHOLD = 0.9;
-
-// Y model distance of tolerance between the boat basin fluidY level and the boat basin stepTop. This was needed to
-// prevent filling thrashing as a containing mass floats around. See updateLiquidLevel();
-const BOAT_FULL_THRESHOLD = 0.01;
-
export type DensityBuoyancyModelOptions = {
usePoolScale?: boolean;
} & PickRequired<PhetioObjectOptions, 'tandem'>;
@@ -74,8 +62,6 @@
private barrierBody: PhysicsEngineBody;
protected readonly availableMasses: ObservableArray<Mass>;
- // Flag that sets an animation to empty the boat of any water inside of it
- private spillingWaterOutOfBoat = false;
public constructor( providedOptions?: DensityBuoyancyModelOptions ) {
const options = optionize<DensityBuoyancyModelOptions, DensityBuoyancyModelOptions>()( {
@@ -203,9 +189,6 @@
mass.interruptedEmitter.emit();
} );
- let boatVerticalVelocity = 0;
- let boatVerticalAcceleration = 0;
-
// The main engine post-step actions, that will determine the net forces applied on each mass. This callback fires
// once per "physics engine step", and so results in potentially up to "p2MaxSubSteps" calls per simulation frame
// (30 as of writing). This instance lives for the lifetime of the simulation, so we don't need to remove this
@@ -216,14 +199,7 @@
// {number}
const gravity = this.gravityProperty.value.value;
- const boat = this.getBoat();
-
- if ( boat && dt ) {
- boat.setUnderwaterState( this.pool.fluidYInterpolatedProperty.currentValue );
- const nextBoatVerticalVelocity = this.engine.bodyGetVelocity( boat.body ).y;
- boatVerticalAcceleration = ( nextBoatVerticalVelocity - boatVerticalVelocity ) / dt;
- boatVerticalVelocity = nextBoatVerticalVelocity;
- }
+ this.postStepListenerPhase1Emitter.emit( dt );
// Will set the force Properties for all the masses
this.masses.forEach( mass => {
@@ -291,12 +267,8 @@
let massValue = mass.massProperty.value;
- if ( mass === boat && boat.isUnderwater ) {
- // Special consideration for when boat is underwater
- // Don't count the liquid inside the boat as part of the mass
- submergedVolume = boat.volumeProperty.value;
- massValue = submergedVolume * boat.materialProperty.value.density;
- }
+ submergedVolume = this.overrideSubmergedVolume( submergedVolume );
+ massValue = this.overrideMassValue( submergedVolume, massValue );
if ( submergedVolume !== 0 ) {
const displacedMass = submergedVolume * this.pool.fluidDensityProperty.value;
@@ -352,123 +324,31 @@
this.pool.scale && this.availableMasses.push( this.pool.scale );
}
- /**
- * Returns the boat (if there is one). Overridden in subclasses that have a boat.
- */
- public getBoat(): Boat | null {
- return null;
+ public overrideSubmergedVolume( mass: Mass, submergedVolume: number ): number {
+ return submergedVolume;
+ }
+
+ public overrideMassValue( submergedVolume: number, massValue: number ): number {
+ return massValue;
}
/**
* Computes the heights of the main pool liquid (and optionally that of the boat)
*/
- private updateFluid(): void {
- const boat = this.getBoat();
+ protected updateFluid(): void {
- const basins: Basin[] = [ this.pool ];
- if ( boat && boat.visibleProperty.value ) {
- basins.push( boat.basin );
- this.pool.childBasin = boat.basin;
- }
- else {
- this.pool.childBasin = null;
- }
+ this.pool.childBasin = null;
this.masses.forEach( mass => mass.updateStepInformation() );
- basins.forEach( basin => {
- basin.stepMasses = this.masses.filter( mass => basin.isMassInside( mass ) );
- } );
-
- let poolFluidVolume = this.pool.fluidVolumeProperty.value;
-
- // May need to adjust volumes between the boat/pool if there is a boat
- if ( boat ) {
- poolFluidVolume = this.updateFluidsForBoat( poolFluidVolume );
- }
+ this.pool.stepMasses = this.masses.filter( mass => this.pool.isMassInside( mass ) );
// Check to see if water "spilled" out of the pool, and set the finalized liquid volume
- this.pool.fluidVolumeProperty.value = Math.min( poolFluidVolume, this.pool.getEmptyVolume( this.poolBounds.maxY ) );
-
+ this.pool.fluidVolumeProperty.value = Math.min( this.pool.fluidVolumeProperty.value, this.pool.getEmptyVolume( this.poolBounds.maxY ) );
this.pool.computeY();
- boat && boat.basin.computeY();
- // If we have a boat that is NOT underwater, we'll assign masses into the boat's basin where relevant. Otherwise,
- // anything will go just into the pool's basin.
- if ( boat && boat.visibleProperty.value && !boat.isUnderwater ) {
- this.masses.forEach( mass => {
- mass.containingBasin = boat.basin.isMassInside( mass ) ? boat.basin : ( this.pool.isMassInside( mass ) ? this.pool : null );
- } );
- }
- else {
- this.masses.forEach( mass => {
- mass.containingBasin = this.pool.isMassInside( mass ) ? this.pool : null;
- } );
- }
- }
-
- private updateFluidsForBoat( poolFluidVolume: number ): number {
- const boat = this.getBoat()!;
-
- assert && assert( boat, 'boat needed to update liquids for boat' );
-
- const boatBasin = boat.basin;
- if ( boat.visibleProperty.value ) {
- let boatFluidVolume = boatBasin.fluidVolumeProperty.value;
- const boatBasinMaximumVolume = boatBasin.getMaximumVolume( boatBasin.stepTop );
-
- const poolEmptyVolumeToBoatTop = this.pool.getEmptyVolume( Math.min( boat.stepTop, this.poolBounds.maxY ) );
- const boatEmptyVolumeToBoatTop = boatBasin.getEmptyVolume( boat.stepTop );
-
- // Calculate adjustments to water volumes to match the current space in the basin
- let poolExcess = poolFluidVolume - poolEmptyVolumeToBoatTop;
- let boatExcess = boatFluidVolume - boatEmptyVolumeToBoatTop;
-
- const boatHeight = boat.shapeProperty.value.getBounds().height;
-
- if ( boatFluidVolume ) {
-
- // If the top of the boat is out of the water past the height threshold, spill the water back into the pool
- // (even if not totally full).
- if ( boat.stepTop > this.pool.fluidYInterpolatedProperty.currentValue + boatHeight * BOAT_READY_TO_SPILL_OUT_THRESHOLD ) {
- this.spillingWaterOutOfBoat = true;
- }
- }
- else {
- // If the boat is empty, stop spilling
- this.spillingWaterOutOfBoat = false;
- }
-
- // If the boat is out of the water, spill the water back into the pool
- if ( this.spillingWaterOutOfBoat ) {
- boatExcess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatFluidVolume );
- }
- else if ( boatFluidVolume > 0 &&
- Math.abs( boatBasin.fluidYInterpolatedProperty.currentValue - boatBasin.stepTop ) >= BOAT_FULL_THRESHOLD ) {
- // If the boat is neither full nor empty, nor spilling, then it is currently filling up. We will up no matter
- // the current water leve or the boat AND no matter the boats position. This is because the boat can only
- // ever be full or empty (or animating to one of those states).
-
- const excess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatBasinMaximumVolume - boatFluidVolume ); // This animates the boat spilling in
- poolExcess = excess;
- boatExcess = -excess;
- }
-
- if ( poolExcess > 0 && boatExcess < 0 ) {
- const transferVolume = Math.min( poolExcess, -boatExcess );
- poolFluidVolume -= transferVolume;
- boatFluidVolume += transferVolume;
- }
- else if ( boatExcess > 0 ) {
- // If the boat overflows, just dump the rest in the pool
- poolFluidVolume += boatExcess;
- boatFluidVolume -= boatExcess;
- }
- boatBasin.fluidVolumeProperty.value = boatFluidVolume;
- }
- else {
- boatBasin.fluidVolumeProperty.value = 0;
- }
- return poolFluidVolume;
+ this.masses.forEach( mass => {
+ mass.containingBasin = this.pool.isMassInside( mass ) ? this.pool : null;
+ } );
}
/**
@@ -477,7 +357,6 @@
public reset(): void {
this.gravityProperty.reset();
- this.spillingWaterOutOfBoat = false;
this.pool.reset();
this.masses.forEach( mass => mass.reset() );
Index: js/buoyancy/model/BuoyancyModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/buoyancy/model/BuoyancyModel.ts b/js/buoyancy/model/BuoyancyModel.ts
new file mode 100644
--- /dev/null (date 1719239673376)
+++ b/js/buoyancy/model/BuoyancyModel.ts (date 1719239673376)
@@ -0,0 +1,8 @@
+// Copyright 2024, University of Colorado Boulder
+
+/**
+ * BuoyancyModel adds information specific to the Buoyancy screens.
+ */
+export default abstract class BuoyancyModel {
+
+}
\ No newline at end of file |
Updated patch, maybe? Make sure we don't drop the other boat fluid fix Subject: [PATCH] Do not show the pool scale when resetting the boat scene, see https://github.com/phetsims/buoyancy/issues/179
---
Index: js/buoyancy/model/applications/BuoyancyApplicationsModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts b/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts
--- a/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts (revision fcac2779775372bb7a48f68dbfc79333c62b4e2e)
+++ b/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts (date 1719246494870)
@@ -19,6 +19,18 @@
import { BottleOrBoat, BottleOrBoatValues } from './BottleOrBoat.js';
import StringUnionProperty from '../../../../../axon/js/StringUnionProperty.js';
import MassTag from '../../../common/model/MassTag.js';
+import Basin from '../../../common/model/Basin.js';
+import Mass from '../../../common/model/Mass.js';
+
+// Faster than normal stepping to fill the boat (kind of like animation speed)
+const FILL_EMPTY_MULTIPLIER = 0.3;
+
+// 90% of the boat is out of the water before spilling out the full boat
+const BOAT_READY_TO_SPILL_OUT_THRESHOLD = 0.9;
+
+// Y model distance of tolerance between the boat basin fluidY level and the boat basin stepTop. This was needed to
+// prevent filling thrashing as a containing mass floats around. See updateLiquidLevel();
+const BOAT_FULL_THRESHOLD = 0.01;
export type BuoyancyApplicationsModelOptions = DensityBuoyancyModelOptions;
@@ -31,6 +43,9 @@
public readonly boat: Boat;
private readonly scale: Scale; // Scale sitting on the ground next to the pool
+ // Flag that sets an animation to empty the boat of any water inside of it
+ private spillingWaterOutOfBoat = false;
+
public constructor( options: BuoyancyApplicationsModelOptions ) {
const tandem = options.tandem;
@@ -103,6 +118,20 @@
assert && assert( !this.boat.visibleProperty.value || !this.bottle.visibleProperty.value,
'Boat and bottle should not be visible at the same time' );
} );
+
+ let boatVerticalVelocity = 0;
+ let boatVerticalAcceleration = 0;
+
+ this.postStepPhase1Emitter.addListener( dt => {
+ const boat = this.boat;
+
+ if ( dt ) {
+ boat.setUnderwaterState( this.pool.fluidYInterpolatedProperty.currentValue );
+ const nextBoatVerticalVelocity = this.engine.bodyGetVelocity( boat.body ).y;
+ boatVerticalAcceleration = ( nextBoatVerticalVelocity - boatVerticalVelocity ) / dt;
+ boatVerticalVelocity = nextBoatVerticalVelocity;
+ }
+ } );
}
public override step( dt: number ): void {
@@ -112,10 +141,6 @@
super.step( dt );
}
- public override getBoat(): Boat | null {
- return this.boat;
- }
-
/**
* Moves the boat and block to their initial locations (see https://github.com/phetsims/buoyancy/issues/25)
*/
@@ -143,11 +168,152 @@
super.reset();
+ this.spillingWaterOutOfBoat = false;
+
this.sceneProperty.reset();
assert && assert( !this.boat.visibleProperty.value || !this.bottle.visibleProperty.value,
'Boat and bottle should not be visible at the same time' );
}
+
+ private updateFluidsForBoat( poolFluidVolume: number ): number {
+ const boat = this.boat;
+
+ assert && assert( boat, 'boat needed to update liquids for boat' );
+
+ const boatBasin = boat.basin;
+ if ( boat.visibleProperty.value ) {
+ let boatFluidVolume = boatBasin.fluidVolumeProperty.value;
+ const boatBasinMaximumVolume = boatBasin.getMaximumVolume( boatBasin.stepTop );
+
+ const poolEmptyVolumeToBoatTop = this.pool.getEmptyVolume( Math.min( boat.stepTop, this.poolBounds.maxY ) );
+ const boatEmptyVolumeToBoatTop = boatBasin.getEmptyVolume( boat.stepTop );
+
+ // Calculate adjustments to water volumes to match the current space in the basin
+ let poolExcess = poolFluidVolume - poolEmptyVolumeToBoatTop;
+ let boatExcess = boatFluidVolume - boatEmptyVolumeToBoatTop;
+
+ const boatHeight = boat.shapeProperty.value.getBounds().height;
+
+ if ( boatFluidVolume ) {
+
+ // If the top of the boat is out of the water past the height threshold, spill the water back into the pool
+ // (even if not totally full).
+ if ( boat.stepTop > this.pool.fluidYInterpolatedProperty.currentValue + boatHeight * BOAT_READY_TO_SPILL_OUT_THRESHOLD ) {
+ this.spillingWaterOutOfBoat = true;
+ }
+ }
+ else {
+ // If the boat is empty, stop spilling
+ this.spillingWaterOutOfBoat = false;
+ }
+
+ // If the boat is out of the water, spill the water back into the pool
+ if ( this.spillingWaterOutOfBoat ) {
+ boatExcess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatFluidVolume );
+ }
+ else if ( boatFluidVolume > 0 &&
+ Math.abs( boatBasin.fluidYInterpolatedProperty.currentValue - boatBasin.stepTop ) >= BOAT_FULL_THRESHOLD ) {
+ // If the boat is neither full nor empty, nor spilling, then it is currently filling up. We will up no matter
+ // the current water leve or the boat AND no matter the boats position. This is because the boat can only
+ // ever be full or empty (or animating to one of those states).
+
+ const excess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatBasinMaximumVolume - boatFluidVolume ); // This animates the boat spilling in
+ poolExcess = excess;
+ boatExcess = -excess;
+ }
+
+ if ( poolExcess > 0 && boatExcess < 0 ) {
+ const transferVolume = Math.min( poolExcess, -boatExcess );
+ poolFluidVolume -= transferVolume;
+ boatFluidVolume += transferVolume;
+ }
+ else if ( boatExcess > 0 ) {
+ // If the boat overflows, just dump the rest in the pool
+ poolFluidVolume += boatExcess;
+ boatFluidVolume -= boatExcess;
+ }
+ boatBasin.fluidVolumeProperty.value = boatFluidVolume;
+ }
+ else {
+
+ // When the boat is hidden (whether via changing scene or by phet-io), move the fluid from the boat basin to the pool.
+ poolFluidVolume += boatBasin.fluidVolumeProperty.value;
+ boatBasin.fluidVolumeProperty.value = 0;
+ }
+ return poolFluidVolume;
+ }
+
+ public override overrideSubmergedVolume( mass: Mass, submergedVolume: number ): number {
+ const boat = this.boat;
+ if ( mass === boat && boat.isUnderwater ) {
+
+ // Special consideration for when boat is underwater
+ // Don't count the liquid inside the boat as part of the mass
+ return boat.volumeProperty.value;
+
+ }
+ else {
+ return submergedVolume;
+ }
+ }
+
+ public override overrideMassValue( submergedVolume: number, massValue: number ): number {
+ return submergedVolume * this.boat.materialProperty.value.density;
+ }
+
+
+ /**
+ * Computes the heights of the main pool liquid (and optionally that of the boat)
+ * NOTE: This does not call the super class method, as it needs to manage the sequencing of the actions, hence
+ * there is duplicated code in this implementation.
+ *
+ * TODO: Call super.updateFluid and remove the redundancies from this override, see https://github.com/phetsims/density-buoyancy-common/issues/234
+ */
+ protected override updateFluid(): void {
+ const boat = this.boat;
+
+ const basins: Basin[] = [ this.pool ];
+ if ( boat && boat.visibleProperty.value ) {
+ basins.push( boat.basin );
+ this.pool.childBasin = boat.basin;
+ }
+ else {
+ this.pool.childBasin = null;
+ }
+
+ this.masses.forEach( mass => mass.updateStepInformation() );
+ basins.forEach( basin => {
+ basin.stepMasses = this.masses.filter( mass => basin.isMassInside( mass ) );
+ } );
+
+ let poolFluidVolume = this.pool.fluidVolumeProperty.value;
+
+ // May need to adjust volumes between the boat/pool if there is a boat
+ if ( boat ) {
+ poolFluidVolume = this.updateFluidsForBoat( poolFluidVolume );
+ }
+
+ // Check to see if water "spilled" out of the pool, and set the finalized liquid volume
+ this.pool.fluidVolumeProperty.value = Math.min( poolFluidVolume, this.pool.getEmptyVolume( this.poolBounds.maxY ) );
+
+ this.pool.computeY();
+ boat && boat.basin.computeY();
+
+ // If we have a boat that is NOT underwater, we'll assign masses into the boat's basin where relevant. Otherwise,
+ // anything will go just into the pool's basin.
+ if ( boat && boat.visibleProperty.value && !boat.isUnderwater ) {
+ this.masses.forEach( mass => {
+ mass.containingBasin = boat.basin.isMassInside( mass ) ? boat.basin : ( this.pool.isMassInside( mass ) ? this.pool : null );
+ } );
+ }
+ else {
+ this.masses.forEach( mass => {
+ mass.containingBasin = this.pool.isMassInside( mass ) ? this.pool : null;
+ } );
+ }
+ }
+
}
densityBuoyancyCommon.register( 'BuoyancyApplicationsModel', BuoyancyApplicationsModel );
\ No newline at end of file
Index: js/common/model/DensityBuoyancyModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/common/model/DensityBuoyancyModel.ts b/js/common/model/DensityBuoyancyModel.ts
--- a/js/common/model/DensityBuoyancyModel.ts (revision fcac2779775372bb7a48f68dbfc79333c62b4e2e)
+++ b/js/common/model/DensityBuoyancyModel.ts (date 1719245708909)
@@ -18,10 +18,8 @@
import Pool from './Pool.js';
import Scale, { SCALE_WIDTH } from './Scale.js';
import optionize from '../../../../phet-core/js/optionize.js';
-import Boat from '../../buoyancy/model/applications/Boat.js';
import PhysicsEngine, { PhysicsEngineBody } from './PhysicsEngine.js';
import Mass from './Mass.js';
-import Basin from './Basin.js';
import Cuboid from './Cuboid.js';
import TModel from '../../../../joist/js/TModel.js';
import { PhetioObjectOptions } from '../../../../tandem/js/PhetioObject.js';
@@ -40,16 +38,6 @@
const GROUND_FRONT_Z = POOL_DEPTH / 2;
const POOL_BACK_Z = -POOL_DEPTH / 2;
-// Faster than normal stepping to fill the boat (kind of like animation speed)
-const FILL_EMPTY_MULTIPLIER = 0.3;
-
-// 90% of the boat is out of the water before spilling out the full boat
-const BOAT_READY_TO_SPILL_OUT_THRESHOLD = 0.9;
-
-// Y model distance of tolerance between the boat basin fluidY level and the boat basin stepTop. This was needed to
-// prevent filling thrashing as a containing mass floats around. See updateLiquidLevel();
-const BOAT_FULL_THRESHOLD = 0.01;
-
export type DensityBuoyancyModelOptions = {
usePoolScale?: boolean;
} & PickRequired<PhetioObjectOptions, 'tandem'>;
@@ -74,8 +62,6 @@
private barrierBody: PhysicsEngineBody;
protected readonly availableMasses: ObservableArray<Mass>;
- // Flag that sets an animation to empty the boat of any water inside of it
- private spillingWaterOutOfBoat = false;
public constructor( providedOptions?: DensityBuoyancyModelOptions ) {
const options = optionize<DensityBuoyancyModelOptions, DensityBuoyancyModelOptions>()( {
@@ -203,9 +189,6 @@
mass.interruptedEmitter.emit();
} );
- let boatVerticalVelocity = 0;
- let boatVerticalAcceleration = 0;
-
// The main engine post-step actions, that will determine the net forces applied on each mass. This callback fires
// once per "physics engine step", and so results in potentially up to "p2MaxSubSteps" calls per simulation frame
// (30 as of writing). This instance lives for the lifetime of the simulation, so we don't need to remove this
@@ -216,14 +199,7 @@
// {number}
const gravity = this.gravityProperty.value.value;
- const boat = this.getBoat();
-
- if ( boat && dt ) {
- boat.setUnderwaterState( this.pool.fluidYInterpolatedProperty.currentValue );
- const nextBoatVerticalVelocity = this.engine.bodyGetVelocity( boat.body ).y;
- boatVerticalAcceleration = ( nextBoatVerticalVelocity - boatVerticalVelocity ) / dt;
- boatVerticalVelocity = nextBoatVerticalVelocity;
- }
+ this.postStepListenerPhase1Emitter.emit( dt );
// Will set the force Properties for all the masses
this.masses.forEach( mass => {
@@ -291,12 +267,8 @@
let massValue = mass.massProperty.value;
- if ( mass === boat && boat.isUnderwater ) {
- // Special consideration for when boat is underwater
- // Don't count the liquid inside the boat as part of the mass
- submergedVolume = boat.volumeProperty.value;
- massValue = submergedVolume * boat.materialProperty.value.density;
- }
+ submergedVolume = this.overrideSubmergedVolume( submergedVolume );
+ massValue = this.overrideMassValue( submergedVolume, massValue );
if ( submergedVolume !== 0 ) {
const displacedMass = submergedVolume * this.pool.fluidDensityProperty.value;
@@ -352,126 +324,31 @@
this.pool.scale && this.availableMasses.push( this.pool.scale );
}
- /**
- * Returns the boat (if there is one). Overridden in subclasses that have a boat.
- */
- public getBoat(): Boat | null {
- return null;
+ public overrideMassValue( submergedVolume: number, massValue: number ): number {
+ return massValue;
+ }
+
+ public overrideSubmergedVolume( submergedVolume: number ): number {
+ return submergedVolume;
}
/**
* Computes the heights of the main pool liquid (and optionally that of the boat)
*/
- private updateFluid(): void {
- const boat = this.getBoat();
+ protected updateFluid(): void {
- const basins: Basin[] = [ this.pool ];
- if ( boat && boat.visibleProperty.value ) {
- basins.push( boat.basin );
- this.pool.childBasin = boat.basin;
- }
- else {
- this.pool.childBasin = null;
- }
+ this.pool.childBasin = null;
this.masses.forEach( mass => mass.updateStepInformation() );
- basins.forEach( basin => {
- basin.stepMasses = this.masses.filter( mass => basin.isMassInside( mass ) );
- } );
-
- let poolFluidVolume = this.pool.fluidVolumeProperty.value;
-
- // May need to adjust volumes between the boat/pool if there is a boat
- if ( boat ) {
- poolFluidVolume = this.updateFluidsForBoat( poolFluidVolume );
- }
+ this.pool.stepMasses = this.masses.filter( mass => this.pool.isMassInside( mass ) );
// Check to see if water "spilled" out of the pool, and set the finalized liquid volume
- this.pool.fluidVolumeProperty.value = Math.min( poolFluidVolume, this.pool.getEmptyVolume( this.poolBounds.maxY ) );
-
+ this.pool.fluidVolumeProperty.value = Math.min( this.pool.fluidVolumeProperty.value, this.pool.getEmptyVolume( this.poolBounds.maxY ) );
this.pool.computeY();
- boat && boat.basin.computeY();
- // If we have a boat that is NOT underwater, we'll assign masses into the boat's basin where relevant. Otherwise,
- // anything will go just into the pool's basin.
- if ( boat && boat.visibleProperty.value && !boat.isUnderwater ) {
- this.masses.forEach( mass => {
- mass.containingBasin = boat.basin.isMassInside( mass ) ? boat.basin : ( this.pool.isMassInside( mass ) ? this.pool : null );
- } );
- }
- else {
- this.masses.forEach( mass => {
- mass.containingBasin = this.pool.isMassInside( mass ) ? this.pool : null;
- } );
- }
- }
-
- private updateFluidsForBoat( poolFluidVolume: number ): number {
- const boat = this.getBoat()!;
-
- assert && assert( boat, 'boat needed to update liquids for boat' );
-
- const boatBasin = boat.basin;
- if ( boat.visibleProperty.value ) {
- let boatFluidVolume = boatBasin.fluidVolumeProperty.value;
- const boatBasinMaximumVolume = boatBasin.getMaximumVolume( boatBasin.stepTop );
-
- const poolEmptyVolumeToBoatTop = this.pool.getEmptyVolume( Math.min( boat.stepTop, this.poolBounds.maxY ) );
- const boatEmptyVolumeToBoatTop = boatBasin.getEmptyVolume( boat.stepTop );
-
- // Calculate adjustments to water volumes to match the current space in the basin
- let poolExcess = poolFluidVolume - poolEmptyVolumeToBoatTop;
- let boatExcess = boatFluidVolume - boatEmptyVolumeToBoatTop;
-
- const boatHeight = boat.shapeProperty.value.getBounds().height;
-
- if ( boatFluidVolume ) {
-
- // If the top of the boat is out of the water past the height threshold, spill the water back into the pool
- // (even if not totally full).
- if ( boat.stepTop > this.pool.fluidYInterpolatedProperty.currentValue + boatHeight * BOAT_READY_TO_SPILL_OUT_THRESHOLD ) {
- this.spillingWaterOutOfBoat = true;
- }
- }
- else {
- // If the boat is empty, stop spilling
- this.spillingWaterOutOfBoat = false;
- }
-
- // If the boat is out of the water, spill the water back into the pool
- if ( this.spillingWaterOutOfBoat ) {
- boatExcess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatFluidVolume );
- }
- else if ( boatFluidVolume > 0 &&
- Math.abs( boatBasin.fluidYInterpolatedProperty.currentValue - boatBasin.stepTop ) >= BOAT_FULL_THRESHOLD ) {
- // If the boat is neither full nor empty, nor spilling, then it is currently filling up. We will up no matter
- // the current water leve or the boat AND no matter the boats position. This is because the boat can only
- // ever be full or empty (or animating to one of those states).
-
- const excess = Math.min( FILL_EMPTY_MULTIPLIER * boat.volumeProperty.value, boatBasinMaximumVolume - boatFluidVolume ); // This animates the boat spilling in
- poolExcess = excess;
- boatExcess = -excess;
- }
-
- if ( poolExcess > 0 && boatExcess < 0 ) {
- const transferVolume = Math.min( poolExcess, -boatExcess );
- poolFluidVolume -= transferVolume;
- boatFluidVolume += transferVolume;
- }
- else if ( boatExcess > 0 ) {
- // If the boat overflows, just dump the rest in the pool
- poolFluidVolume += boatExcess;
- boatFluidVolume -= boatExcess;
- }
- boatBasin.fluidVolumeProperty.value = boatFluidVolume;
- }
- else {
-
- // When the boat is hidden (whether via changing scene or by phet-io), move the fluid from the boat basin to the pool.
- poolFluidVolume += boatBasin.fluidVolumeProperty.value;
- boatBasin.fluidVolumeProperty.value = 0;
- }
- return poolFluidVolume;
+ this.masses.forEach( mass => {
+ mass.containingBasin = this.pool.isMassInside( mass ) ? this.pool : null;
+ } );
}
/**
@@ -480,7 +357,6 @@
public reset(): void {
this.gravityProperty.reset();
- this.spillingWaterOutOfBoat = false;
this.pool.reset();
this.masses.forEach( mass => mass.reset() ); |
@AgustinVallejo will review when it is time. |
Working copy: Subject: [PATCH] Factor out updateFluidForBasins, see https://github.com/phetsims/density-buoyancy-common/issues/234
---
Index: js/buoyancy/model/applications/BuoyancyApplicationsModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts b/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts
--- a/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts (revision cdc6951f7fc5f15ec469a1cc91b4bb27f3cbad90)
+++ b/js/buoyancy/model/applications/BuoyancyApplicationsModel.ts (date 1720458033005)
@@ -20,6 +20,7 @@
import StringUnionProperty from '../../../../../axon/js/StringUnionProperty.js';
import MassTag from '../../../common/model/MassTag.js';
import Basin from '../../../common/model/Basin.js';
+import Mass from '../../../common/model/Mass.js';
export type BuoyancyApplicationsModelOptions = DensityBuoyancyModelOptions;
@@ -42,6 +43,9 @@
public readonly boat: Boat;
private readonly scale: Scale; // Scale sitting on the ground next to the pool
+ // Flag that sets an animation to empty the boat of any fluid inside of it
+ protected spillingWaterOutOfBoat = false;
+
public constructor( options: BuoyancyApplicationsModelOptions ) {
const tandem = options.tandem;
@@ -123,10 +127,6 @@
super.step( dt );
}
- public override getBoat(): Boat | null {
- return this.boat;
- }
-
/**
* Moves the boat and block to their initial locations (see https://github.com/phetsims/buoyancy/issues/25)
*/
@@ -139,6 +139,12 @@
// Move things to the initial position
this.boat.resetPosition();
this.block.resetPosition();
+
+ // REVIEW: Can we call boat.reset() here?
+ this.boat.verticalAcceleration = 0;
+ this.boat.verticalVelocity = 0;
+
+ this.spillingWaterOutOfBoat = false;
}
/**
@@ -153,6 +159,7 @@
this.boat.reset();
super.reset();
+ this.spillingWaterOutOfBoat = false;
this.sceneProperty.reset();
@@ -165,7 +172,7 @@
let poolFluidVolume = this.pool.fluidVolumeProperty.value;
- const boat = this.getBoat()!;
+ const boat = this.boat;
assert && assert( boat, 'boat needed to update liquids for boat' );
@@ -256,6 +263,53 @@
this.updateFluidForBasins( basins, assignableBasins );
}
+
+ protected override getUpdatedSubmergedVolume( mass: Mass, submergedVolume: number ): number {
+
+ if ( mass === this.boat && this.boat.isFullySubmerged ) {
+
+ // Special consideration for when boat is submerged
+ // Don't count the liquid inside the boat as part of the mass
+ return this.boat.volumeProperty.value;
+ }
+ else {
+ return super.getUpdatedSubmergedVolume( mass, submergedVolume );
+ }
+ }
+
+ protected override getUpdatedMassValue( mass: Mass, massValue: number, submergedVolume: number ): number {
+ if ( mass === this.boat && this.boat.isFullySubmerged ) {
+
+ // Special consideration for when boat is submerged
+ // Don't count the liquid inside the boat as part of the mass
+ return submergedVolume * this.boat.materialProperty.value.density;
+ }
+ else {
+ return super.getUpdatedMassValue( mass, massValue, submergedVolume );
+ }
+ }
+
+ protected override getAdditionalVerticalAcceleration( basin: Basin | null ): number {
+ return basin === this.boat.basin ? this.boat.verticalAcceleration : 0;
+ }
+
+ protected override adjustVelocity( basin: Basin | null, velocity: Vector2 ): void {
+
+ // If the boat is moving, assume the liquid moves with it, and apply viscosity due to the movement of our mass
+ // inside the boat's liquid.
+ if ( basin === this.boat.basin ) {
+ velocity.subtract( this.engine.bodyGetVelocity( this.boat.body ) );
+ }
+ }
+
+ protected override updateVerticalMotion( dt: number ): void {
+ super.updateVerticalMotion( dt );
+
+ if ( dt ) {
+ this.boat.updateVerticalMotion( this.pool, dt );
+ }
+ }
+
}
densityBuoyancyCommon.register( 'BuoyancyApplicationsModel', BuoyancyApplicationsModel );
\ No newline at end of file
Index: js/common/model/DensityBuoyancyModel.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/common/model/DensityBuoyancyModel.ts b/js/common/model/DensityBuoyancyModel.ts
--- a/js/common/model/DensityBuoyancyModel.ts (revision cdc6951f7fc5f15ec469a1cc91b4bb27f3cbad90)
+++ b/js/common/model/DensityBuoyancyModel.ts (date 1720457948361)
@@ -63,9 +63,6 @@
private barrierBody: PhysicsEngineBody;
protected readonly availableMasses: ObservableArray<Mass>;
- // Flag that sets an animation to empty the boat of any fluid inside of it
- protected spillingWaterOutOfBoat = false;
-
public constructor( providedOptions?: DensityBuoyancyModelOptions ) {
const options = optionize<DensityBuoyancyModelOptions, DensityBuoyancyModelOptions>()( {
usePoolScale: true
@@ -192,9 +189,6 @@
mass.interruptedEmitter.emit();
} );
- let boatVerticalVelocity = 0;
- let boatVerticalAcceleration = 0;
-
// The main engine post-step actions, that will determine the net forces applied on each mass. This callback fires
// once per "physics engine step", and so results in potentially up to "p2MaxSubSteps" calls per simulation frame
// (30 as of writing). This instance lives for the lifetime of the simulation, so we don't need to remove this
@@ -202,17 +196,8 @@
this.engine.addPostStepListener( dt => {
this.updateFluid();
- // {number}
const gravity = this.gravityProperty.value.value;
-
- const boat = this.getBoat();
-
- if ( boat && dt ) {
- boat.setSubmergedState( this.pool.fluidYInterpolatedProperty.currentValue );
- const nextBoatVerticalVelocity = this.engine.bodyGetVelocity( boat.body ).y;
- boatVerticalAcceleration = ( nextBoatVerticalVelocity - boatVerticalVelocity ) / dt;
- boatVerticalVelocity = nextBoatVerticalVelocity;
- }
+ this.updateVerticalMotion( dt );
// Will set the force Properties for all the masses
this.masses.forEach( mass => {
@@ -280,26 +265,20 @@
let massValue = mass.massProperty.value;
- if ( mass === boat && boat.isFullySubmerged ) {
- // Special consideration for when boat is submerged
- // Don't count the liquid inside the boat as part of the mass
- submergedVolume = boat.volumeProperty.value;
- massValue = submergedVolume * boat.materialProperty.value.density;
- }
+ submergedVolume = this.getUpdatedSubmergedVolume( mass, submergedVolume );
+ massValue = this.getUpdatedMassValue( mass, massValue, submergedVolume );
if ( submergedVolume !== 0 ) {
const displacedMass = submergedVolume * this.pool.fluidDensityProperty.value;
+
// Vertical acceleration of the boat will change the buoyant force.
- const acceleration = gravity + ( ( boat && basin === boat.basin ) ? boatVerticalAcceleration : 0 );
+ const acceleration = gravity + this.getAdditionalVerticalAcceleration( basin );
+
const buoyantForce = new Vector2( 0, displacedMass * acceleration );
this.engine.bodyApplyForce( mass.body, buoyantForce );
mass.buoyancyForceInterpolatedProperty.setNextValue( buoyantForce );
- // If the boat is moving, assume the liquid moves with it, and apply viscosity due to the movement of our mass
- // inside the boat's liquid.
- if ( boat && basin === boat.basin ) {
- velocity.subtract( this.engine.bodyGetVelocity( boat.body ) );
- }
+ this.adjustVelocity( basin, velocity );
// Increase the generally-visible viscosity effect
const ratioSubmerged =
@@ -341,10 +320,14 @@
this.pool.scale && this.availableMasses.push( this.pool.scale );
}
+ protected updateVerticalMotion( dt: number ): void {
+ // no-op
+ }
+
/**
* Returns the boat (if there is one). Overridden in subclasses that have a boat.
*/
- public getBoat(): Boat | null {
+ private getBoat(): Boat | null {
return null;
}
@@ -390,7 +373,6 @@
public reset(): void {
this.gravityProperty.reset();
- this.spillingWaterOutOfBoat = false;
this.pool.reset();
this.masses.forEach( mass => mass.reset() );
@@ -484,6 +466,22 @@
mass.transformedEmitter.emit();
} );
}
+
+ protected getUpdatedSubmergedVolume( mass: Mass, submergedVolume: number ): number {
+ return submergedVolume;
+ }
+
+ protected getUpdatedMassValue( mass: Mass, massValue: number, submergedVolume: number ): number {
+ return massValue;
+ }
+
+ protected getAdditionalVerticalAcceleration( basin: Basin | null ): number {
+ return 0;
+ }
+
+ protected adjustVelocity( basin: Basin | null, velocity: Vector2 ): void {
+ // no-op
+ }
}
densityBuoyancyCommon.register( 'DensityBuoyancyModel', DensityBuoyancyModel );
\ No newline at end of file
Index: js/buoyancy/model/applications/Boat.ts
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/js/buoyancy/model/applications/Boat.ts b/js/buoyancy/model/applications/Boat.ts
--- a/js/buoyancy/model/applications/Boat.ts (revision cdc6951f7fc5f15ec469a1cc91b4bb27f3cbad90)
+++ b/js/buoyancy/model/applications/Boat.ts (date 1720456650026)
@@ -26,6 +26,7 @@
import Vector2 from '../../../../../dot/js/Vector2.js';
import DensityBuoyancyCommonConstants, { toLiters } from '../../../common/DensityBuoyancyCommonConstants.js';
import NumberProperty from '../../../../../axon/js/NumberProperty.js';
+import Pool from '../../../common/model/Pool.js';
export type BoatOptions = StrictOmit<ApplicationsMassOptions, 'body' | 'shape' | 'volume' | 'material' | 'massShape'>;
@@ -49,6 +50,9 @@
// Whether the boat is fully submerged
public isFullySubmerged = false;
+ public verticalVelocity = 0;
+ public verticalAcceleration = 0;
+
public constructor( engine: PhysicsEngine, blockWidthProperty: TReadOnlyProperty<number>, fluidMaterialProperty: TProperty<Material>, providedOptions: BoatOptions ) {
const boatIntersectionVertices = BoatDesign.getIntersectionVertices( blockWidthProperty.value / 2, toLiters( ApplicationsMass.DEFAULT_DISPLACEMENT_VOLUME ) );
@@ -230,9 +234,18 @@
this.displacementVolumeProperty.reset();
this.basin.reset();
+ this.verticalVelocity = 0;
+ this.verticalAcceleration = 0;
super.reset();
}
+
+ public updateVerticalMotion( pool: Pool, dt: number ): void {
+ this.setSubmergedState( pool.fluidYInterpolatedProperty.currentValue );
+ const nextBoatVerticalVelocity = this.engine.bodyGetVelocity( this.body ).y;
+ this.verticalAcceleration = ( nextBoatVerticalVelocity - this.verticalVelocity ) / dt;
+ this.verticalVelocity = nextBoatVerticalVelocity;
+ }
}
densityBuoyancyCommon.register( 'Boat', Boat );
\ No newline at end of file |
I moved Boat out of DensityBuoyancyModel to BuoyancyApplicationsModel and some logic from DensityBuoyancyScreenView to BuoyancyApplicationsScreenView. I tried to preserve the logic, and sequencing of actions. @AgustinVallejo volunteered to review, please check on in particular:
|
I pushed a reordering of some functions so there's better consistency and readability between DensityBuoyancyModel and BuoyancyApplicationsModel. Also added a little documentation note. Everything else seems functional and well designed. Some questions and ideas below:
Other than that, seems like a really good change. Thanks @samreid for working on it. Happy to discuss |
On Friday @zepumph and I discussed that there are modularity problems, including but not limited to cases where base classes know too much about unrelated subclasses. This is partly what is causing #172 and making the simulation more difficult to understand and maintain. One step we can take to improve this would be to move boat from DensityBuoyancyModel to BuoyancyApplicationsModel. I'll take a look.
The text was updated successfully, but these errors were encountered: