Fix Repo + add basics

This commit is contained in:
2023-10-31 00:37:29 +01:00
parent 5348c6e002
commit 047b913dfa
10 changed files with 200 additions and 23 deletions

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@@ -224,12 +224,14 @@
</FxCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="MassSpringSystemSimulator.cpp" />
<ClCompile Include="TemplateSimulator.cpp" />
<ClCompile Include="util\FFmpeg.cpp" />
<ClCompile Include="util\util.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="DrawingUtilitiesClass.h" />
<ClInclude Include="MassPoint.h" />
<ClInclude Include="MassSpringSystemSimulator.h" />
<ClInclude Include="Simulator.h" />
<ClInclude Include="TemplateSimulator.h" />

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@@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<FxCompile Include="effect.fx" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="MassSpringSystemSimulator.cpp" />
<ClCompile Include="TemplateSimulator.cpp" />
<ClCompile Include="util\FFmpeg.cpp" />
<ClCompile Include="util\util.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="DrawingUtilitiesClass.h" />
<ClInclude Include="MassSpringSystemSimulator.h" />
<ClInclude Include="Simulator.h" />
<ClInclude Include="TemplateSimulator.h" />
<ClInclude Include="util\FFmpeg.h" />
<ClInclude Include="util\matrixbase.h" />
<ClInclude Include="util\quaternion.h" />
<ClInclude Include="util\timer.h" />
<ClInclude Include="util\util.h" />
<ClInclude Include="util\vectorbase.h" />
<ClInclude Include="MassPoint.h" />
</ItemGroup>
<ItemGroup>
<Text Include="..\readme.txt" />
</ItemGroup>
</Project>

8
Simulations/MassPoint.h Normal file
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@@ -0,0 +1,8 @@
#pragma once
#include "util/vectorbase.h"
struct MassPoint {
GamePhysics::Vec3 position;
GamePhysics::Vec3 velocity;
bool isFixed;
};

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@@ -0,0 +1,127 @@
#include "MassSpringSystemSimulator.h"
MassSpringSystemSimulator::MassSpringSystemSimulator()
{
//Test only
//auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
//auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
//addSpring(first, second, 2.0);
}
const char* MassSpringSystemSimulator::getTestCasesStr()
{
return nullptr;
}
void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
{
this->DUC = DUC;
}
void MassSpringSystemSimulator::reset()
{
}
void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext)
{
for (size_t i = 0; i < springs.size(); i++) {
auto sp = springs.at(i);
if (!sp.isValid())
{
springs.erase(springs.begin() + i);
continue;
}
auto mp1 = sp.mp1.lock();
auto mp2 = sp.mp2.lock();
DUC->setUpLighting(Vec3(), 0.4 * Vec3(1, 1, 1), 100, 0.6 * Vec3(0.97, 0.86, 1));
DUC->drawSphere(mp1->position, Vec3(0.01));
DUC->drawSphere(mp2->position, Vec3(0.01));
DUC->beginLine();
DUC->drawLine(mp1->position, Vec3(1,0,0), mp2->position, Vec3(0,1,0));
DUC->endLine();
}
}
void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
{
}
void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
{
}
void MassSpringSystemSimulator::simulateTimestep(float timeStep)
{
}
void MassSpringSystemSimulator::onClick(int x, int y)
{
}
void MassSpringSystemSimulator::onMouse(int x, int y)
{
}
void MassSpringSystemSimulator::setMass(float mass)
{
}
void MassSpringSystemSimulator::setStiffness(float stiffness)
{
}
void MassSpringSystemSimulator::setDampingFactor(float damping)
{
}
int MassSpringSystemSimulator::addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed)
{
MassPoint masspoint;
masspoint.position = position;
masspoint.velocity = Velocity;
masspoint.isFixed = isFixed;
masspoints.push_back(std::make_shared<MassPoint>(masspoint));
return masspoints.size() - 1;
}
void MassSpringSystemSimulator::addSpring(int masspoint1, int masspoint2, float initialLength)
{
auto mp1 = masspoints.at(masspoint1);
auto mp2 = masspoints.at(masspoint2);
Spring spring;
spring.mp1 = mp1;
spring.mp2 = mp2;
spring.initialLength = initialLength;
springs.push_back(spring);
}
int MassSpringSystemSimulator::getNumberOfMassPoints()
{
return masspoints.size();
}
int MassSpringSystemSimulator::getNumberOfSprings()
{
return springs.size();
}
Vec3 MassSpringSystemSimulator::getPositionOfMassPoint(int index)
{
auto mp = masspoints.at(index);
return mp->position;
}
Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
{
auto mp = masspoints.at(index);
return mp->velocity;
}
void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
{
}

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@@ -1,6 +1,8 @@
#ifndef MASSSPRINGSYSTEMSIMULATOR_h
#define MASSSPRINGSYSTEMSIMULATOR_h
#include "Simulator.h"
#include "MassPoint.h"
#include "Spring.h"
// Do Not Change
#define EULER 0
@@ -54,5 +56,9 @@ private:
Point2D m_mouse;
Point2D m_trackmouse;
Point2D m_oldtrackmouse;
//Mass points and springs
std::vector<std::shared_ptr<MassPoint>> masspoints;
std::vector<Spring> springs;
};
#endif

0
Simulations/Spring.cpp Normal file
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11
Simulations/Spring.h Normal file
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@@ -0,0 +1,11 @@
#pragma once
struct Spring
{
std::weak_ptr<MassPoint> mp1;
std::weak_ptr<MassPoint> mp2;
float initialLength;
bool isValid() { return !mp1.expired() && !mp2.expired(); }
};

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@@ -20,8 +20,8 @@ using namespace GamePhysics;
//#define ADAPTIVESTEP
#define TEMPLATE_DEMO
//#define MASS_SPRING_SYSTEM
//#define TEMPLATE_DEMO
#define MASS_SPRING_SYSTEM
//#define RIGID_BODY_SYSTEM
//#define SPH_SYSTEM