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https://github.com/its-michaelroy/Deep-Impact.git
synced 2026-06-04 02:20:41 +00:00
ugh
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@@ -16,7 +16,7 @@ const CANVAS_HEIGHT = window.innerHeight;
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const EARTH_X = CANVAS_WIDTH - 100;
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const EARTH_Y = CANVAS_HEIGHT / 2;
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const SIMULATION_AREA_MULTIPLIER = 2; // Extend the simulation area
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const ROCKET_SPEED = 0.1; // Speed of the rocket
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const ROCKET_SPEED = 0.025; // Reduced speed of the rocket
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function Scenario() {
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const [asteroid, setAsteroid] = useState({
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@@ -36,7 +36,15 @@ function Scenario() {
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const [simulationResult, setSimulationResult] = useState('');
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const [strategy, setStrategy] = useState(''); // State for selected strategy
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const [timeStep, setTimeStep] = useState(100); // State for time step
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const [rocket, setRocket] = useState({ active: false, x: EARTH_X, y: EARTH_Y, trajectory: [], targetX: 0, targetY: 0 });
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const [rocket, setRocket] = useState({
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active: false,
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x: EARTH_X,
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y: EARTH_Y,
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trajectory: [],
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vx: 0, vy: 0
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});
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const rocketDistanceRef = useRef(10000);
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useEffect(() => {
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const fetchAsteroids = async () => {
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@@ -51,6 +59,8 @@ function Scenario() {
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fetchAsteroids();
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}, []);
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const estimateMass = (diameter) => {
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const radius = diameter / 2;
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const volume = (4 / 3) * Math.PI * Math.pow(radius, 3);
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@@ -74,7 +84,8 @@ function Scenario() {
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});
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setTrajectoryPoints([]);
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calculateForecastPath(size, speed, Math.PI / 9, mass); // Calculate the forecast path once
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setRocket({ active: false, x: EARTH_X, y: EARTH_Y, trajectory: [], targetX: 0, targetY: 0 });
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setRocket({ active: false, x: EARTH_X, y: EARTH_Y, trajectory: [], vx: 0, vy: 0 });
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};
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const handleAsteroidSelect = (event) => {
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@@ -127,30 +138,9 @@ function Scenario() {
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setForecastPoints(points);
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};
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const calculateInterceptionPoint = (rocketSpeed, asteroidX, asteroidY, asteroidVX, asteroidVY) => {
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let interceptX = asteroidX;
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let interceptY = asteroidY;
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let closestApproach = Infinity;
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for (let t = 0; t < 5000; t += timeStep) {
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const futureAsteroidX = asteroidX + asteroidVX * t;
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const futureAsteroidY = asteroidY + asteroidVY * t;
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const dx = futureAsteroidX - EARTH_X;
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const dy = futureAsteroidY - EARTH_Y;
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const distanceToAsteroid = Math.sqrt(dx * dx + dy * dy);
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const timeToIntercept = distanceToAsteroid / rocketSpeed;
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if (Math.abs(timeToIntercept - t) < closestApproach) {
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closestApproach = Math.abs(timeToIntercept - t);
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interceptX = futureAsteroidX;
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interceptY = futureAsteroidY;
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}
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}
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console.log(`Calculated interception point: (${interceptX}, ${interceptY})`);
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return { x: interceptX, y: interceptY };
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};
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// useEffect(() => {
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//
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// }, [rocketDistanceRef]);
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const simulate = () => {
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let { x, y, speed, angle, mass } = asteroid;
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@@ -159,8 +149,6 @@ function Scenario() {
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let vy = speed * Math.sin(angle);
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const updateFrame = () => {
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console.log(`Asteroid position: (${x}, ${y}), velocity: (${vx}, ${vy})`);
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const dx = EARTH_X - x;
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const dy = EARTH_Y - y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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@@ -182,34 +170,39 @@ function Scenario() {
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x += vx * timeStep;
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y += vy * timeStep;
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// Calculate the interception point for the rocket in real-time
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const { x: interceptX, y: interceptY } = calculateInterceptionPoint(ROCKET_SPEED, x, y, vx, vy);
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setRocket((prev) => ({ ...prev, targetX: interceptX, targetY: interceptY }));
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console.log(`Rocket target updated to: (${interceptX}, ${interceptY})`);
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rocketDistanceRef.current = 1000;
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setRocket((prev) => {
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// Update rocket position
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const rocketDx = rocket.targetX - rocket.x;
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const rocketDy = rocket.targetY - rocket.y;
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const rocketDistance = Math.sqrt(rocketDx * rocketDx + rocketDy * rocketDy);
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const rocketDx = x - prev.x;
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const rocketDy = y - prev.y;
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if (rocketDistance > 1) {
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const rocketDist = Math.sqrt(rocketDx * rocketDx + rocketDy* rocketDy);
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const rocketAngle = Math.atan2(rocketDy, rocketDx);
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const rocketVX = ROCKET_SPEED * Math.cos(rocketAngle);
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const rocketVY = ROCKET_SPEED * Math.sin(rocketAngle) ;
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setRocket((prev) => ({
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...prev,
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x: prev.x + rocketVX * timeStep,
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y: prev.y + rocketVY * timeStep,
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trajectory: [...prev.trajectory, prev.x + rocketVX * timeStep, prev.y + rocketVY * timeStep],
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}));
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} else {
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const newX = prev.x + rocketVX * timeStep;
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const newY = prev.y + rocketVY * timeStep;
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rocketDistanceRef.current=rocketDist;
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const temprocket = {
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x: newX,
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y: newY,
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vx: rocketVX,
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vy: rocketVY,
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trajectory: [...prev.trajectory, newX, newY],
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};
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return temprocket;
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});
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console.log('rocketDistance:', rocketDistanceRef);
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if (rocketDistanceRef < asteroid.size * ASTEROID_DISPLAY_SCALE) {
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setSimulationResult('Rocket intercepted the asteroid!');
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setIsSimulating(false);
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return;
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}
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if (y > CANVAS_HEIGHT * SIMULATION_AREA_MULTIPLIER || x > CANVAS_WIDTH * SIMULATION_AREA_MULTIPLIER || y < -CANVAS_HEIGHT * SIMULATION_AREA_MULTIPLIER || x < -CANVAS_WIDTH * SIMULATION_AREA_MULTIPLIER) {
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setSimulationResult('Asteroid missed Earth!');
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setIsSimulating(false);
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