+\r
+ /** prevent self-intersections */\r
+ this.intersect();\r
+ }\r
+\r
+ intersect() {\r
+ for (let i in this.masses) {\r
+ for (let j in this.masses) { \r
+ let p1 = this.masses[i];\r
+ let p2 = this.masses[j];\r
+\r
+ p1.movableTmp = true;\r
+ p2.movableTmp = true;\r
+\r
+ /** skip if i == j or if masses are adjacent */\r
+ if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1))\r
+ continue;\r
+\r
+ /** calculate distance of points */\r
+ let dist = p1.position.distanceTo(p2.position);\r
+ /** calculate minimal resting distance (largest distance that should not be fallen below) */\r
+ let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+ // collisionDistance /= 2;\r
+ /** calculate "sphere intersection" */\r
+ if (dist < collisionDistance) {\r
+ // p1.movableTmp = false;\r
+ // p2.movableTmp = false;\r
+\r
+ /** vectors from p1 to p2 and the other way round */\r
+ let diffP2P1 = p1.position.clone().sub(p2.position).normalize();\r
+ diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ let diffP1P2 = diffP2P1.clone().multiplyScalar(-1);\r
+\r
+ // let v1 = p1.position.clone().sub(p1.previous).normalize();\r
+ // let v2 = p2.position.clone().sub(p2.previous).normalize();\r
+\r
+ // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2;\r
+ // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2;\r
+\r
+ /** move masses apart */\r
+ if (p1.movable)\r
+ p1.position.add(diffP2P1);\r
+ //p1.position.add(diffP2P1.multiplyScalar(factor1));\r
+ if (p2.movable)\r
+ p2.position.add(diffP1P2);\r
+ //p2.position.add(diffP1P2.multiplyScalar(factor2));\r
+ }\r
+ }\r
+ }\r