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Elecmag.js
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Elecmag.js
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let gravConst, k, mu_naught, damping, p, B
let allParticles = []
let allUHS = []
let allUSS = []
function setup() {
createCanvas(650, 500);
gravConst = 1
k = 1000
mu_naught = 1000
damping = 0
B = createVector(0, 0, -0.1)
p = 1
allParticles.push(new Particle(1, 1, 0, 255, 0, 300, 250, 1, 0))
// allParticles.push(new Particle(1, 2, 255, 0, 0, 100, 250, 0, 0))
// allParticles.push(new Particle(1, 2, 0, 0, 255, 500, 250, 0, 0))
}
function draw() {
background(0);
showMagField()
translate(width / 2, height / 2)
scale(1, -1)
translate(-width / 2, -height / 2)
for (let i = 0; i < allParticles.length; i++) {
if (p == 1) {
allParticles[i].update()
allParticles[i].magField()
}
}
for (let i = 0; i < allParticles.length; i++) {
if (p == 1) {
allParticles[i].updatePos()
}
allParticles[i].show()
}
}
class Particle {
constructor(m, q, r, g, b, px, py, vx, vy) {
this.mass = m
this.charge = q
this.clr = [r, g, b]
this.pos = createVector(px, py)
this.vel = createVector(vx, vy)
this.acc = createVector()
}
update() {
let tempAcc = createVector()
let tempAccUHS = createVector()
for (let n = 0; n < allParticles.length; n++) {
if (this.pos != allParticles[n].pos) {
let acc = k * this.charge * allParticles[n].charge / ((dist(this.pos.x, this.pos.y, allParticles[n].pos.x, allParticles[n].pos.y)) ** 3) / this.mass
let dir = createVector(this.pos.x - allParticles[n].pos.x, this.pos.y - allParticles[n].pos.y)
dir.mult(acc)
tempAcc.add(dir)
}
}
this.acc = tempAcc
// for (let n = 0; n < allUHS.length; j++) {
// if (dist(this.pos.x, this.pos.y, allUHS[n].px, allUHS[n].py) > allUHS[n].diameter / 2) {
// acc = k * this.charge * allUHS[n].q / ((dist(this.pos.x, this.pos.y, allUHS[n].px, allUHS[n].py)) ** 3) / this.mass
// dir = createVector(this.pos.x - allUHS[n].px, this.pos.y - allUHS[n].py)
// dir.mult(acc)
// tempAcc.add(dir)
// dir.mult(this.mass / allUHS[n].m)
// tempAccUHS.add(dir)
// // still have not done acc, vel and mvmnt for UHS
// }
// }
// // haven't done USS variable name correction
// for (let j = 0; j < allUSS.length; j++) {
// if (dist(allPos[i].x, allPos[i].y, allUSS[j].p.x, allUSS[j].p.y) > allUSS[j].diameter / 2) {
// acc = k * allCharges[i] * allUSS[j].q / ((dist(allPos[i].x, allPos[i].y, allUSS[j].p.x, allUSS[j].p.y)) ** 3) / allMasses[i]
// dir = createVector(allPos[i].x - allUSS[j].p.x, allPos[i].y - allUSS[j].p.y)
// dir.mult(acc)
// tempAcc.add(dir)
// } else {
// acc = 8 * k * allCharges[i] * allUSS[j].q / (allUSS[j].diameter ** 3) / allMasses[i]
// dir = createVector(allPos[i].x - allUSS[j].p.x, allPos[i].y - allUSS[j].p.y)
// dir.mult(acc)
// tempAcc.add(dir)
// }
// }
this.vel.add(tempAcc)
}
magField() {
let accB = this.charge * B.z / this.mass // multiplying with vel in the next and next to next lines
let dir_force_B = this.vel.copy()
dir_force_B.rotate(-PI / 2)
dir_force_B.mult(accB)
this.vel.add(dir_force_B)
}
updatePos() {
this.pos.add(this.vel)
}
show() {
stroke(255)
fill(this.clr[0], this.clr[1], this.clr[2])
circle(this.pos.x, this.pos.y, 20)
}
}
// function update() {
// // vel and acc update for all the particles
// for (let i = 0; i < allParticles.length; i++) {
// }
// // pos update for all particles
// for (let i = 0; i < allMasses.length; i++) {
// allPos[i].add(allVel[i])
// }
// }
function damp() {
for (let n = 0; i < allParticles.length; i++) {
allParticles[i].vel.mult(1 - damping)
}
}
class UHS {
constructor(m, q, diameter, r, g, b, px, py, vx, vy) {
this.m = m
this.q = q
this.diameter = diameter
this.r = r
this.g = g
this.b = b
this.px = px
this.py = py
this.vx = vx
this.vy = vy
}
UHS_show() {
push()
noFill()
stroke(this.r, this.g, this.b)
circle(this.px, this.py, this.diameter)
pop()
}
}
class USS {
constructor(m, q, diameter, r, g, b, a, px, py, vx, vy) {
this.m = m
this.q = q
this.diameter = diameter
this.r = r
this.g = g
this.b = b
this.a = a
this.p = createVector(px, py)
}
USS_show() {
push()
fill(this.r, this.g, this.b ,this.a)
circle(this.p.x, this.p.y, this.diameter)
pop()
}
}
function showMagField() {
noStroke()
fill(0, 0, 255)
if (B.z < 0) {
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
text("x", width / 20 * (2 * i + 1), height / 20 * (2 * j + 1))
}
}
}
else if (B.z > 0) {
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
text(".", width / 20 * (2 * i + 1), height / 20 * (2 * j + 1))
}
}
}
}
function keyPressed() {
if (keyCode === 32) {
p *= -1
}
}
// acc = F / m = q (v x B) / m = qvB / m