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refactor: add softening and reuse Vector3 for gravity calculations #18
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,25 +1,29 @@ | ||
| import * as THREE from "three"; | ||
| import type * as THREE from "three"; | ||
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| const G = 1; | ||
| const softeningFactor = 0.01; | ||
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| export function calc_gravity_force( | ||
| export function calcGravityForce( | ||
| targetPos: THREE.Vector3, | ||
| targetMass: number, | ||
| targetRadius: number, | ||
| sourcePos: THREE.Vector3, | ||
| sourceMass: number, | ||
| sourceRadius: number, | ||
| ): THREE.Vector3 { | ||
| const direction = new THREE.Vector3().subVectors(sourcePos, targetPos); | ||
| const distanceSq = direction.lengthSq(); | ||
| resultVec: THREE.Vector3, | ||
| ): void { | ||
| const EPS = ((targetRadius + sourceRadius) / 2) * softeningFactor; | ||
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| resultVec.subVectors(sourcePos, targetPos); | ||
| const distanceSq = resultVec.lengthSq() + EPS ** 2; | ||
| const distance = Math.sqrt(distanceSq); | ||
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| // 2つの惑星が接触または重なっている場合は、引力を0にする | ||
| const minDistance = targetRadius + sourceRadius; | ||
| if (distance < minDistance) { | ||
| return new THREE.Vector3(0, 0, 0); | ||
| // 距離が0の場合、力は0として扱う(ゼロ除算を避ける) | ||
| if (distance === 0) { | ||
|
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|
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| resultVec.set(0, 0, 0); | ||
| return; | ||
| } | ||
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| const forceScalar = (G * targetMass * sourceMass) / (distanceSq * distance); | ||
| return direction.multiplyScalar(forceScalar); | ||
| resultVec.multiplyScalar(forceScalar); | ||
| } | ||
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パフォーマンス上の理由(アロケーションを避ける)であれば納得できるのですが、そうでない場合は
Vector3を返す純粋な関数として定義した方が読みやすいかと思います。関数を純粋に保つことで、後々テストも書きやすくなります。React でもその思想が取り入れられてますね。