TestCases, Midpoint push
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@@ -10,12 +10,12 @@ MassSpringSystemSimulator::MassSpringSystemSimulator()
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auto first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
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auto second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
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addSpring(first, second, 1.0);
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m_fStiffness = 40;
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}
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const char* MassSpringSystemSimulator::getTestCasesStr()
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{
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return "Demo1,Demo2,Demo3,Demo4";
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return "Euler,LeapFrog,Midpoint";
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}
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void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
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@@ -71,21 +71,19 @@ void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
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switch (m_iTestCase)
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{
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case 0:
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cout << "Demo1 !\n";
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cout << "Euler !\n";
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//simulateTimestep(1);
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break;
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case 1:
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cout << "Demo2 \n";
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break;
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case 2:
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cout << "Midpoint \n";
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//m_iNumSpheres = 100;
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//m_fSphereSize = 0.05f;
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break;
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case 2:
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cout << "Demo3 !\n";
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break;
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case 3:
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cout << "Demo 4 !\n";
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default:
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//cout << "Demo4 !\n";
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break;
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@@ -124,19 +122,20 @@ void MassSpringSystemSimulator::simulateTimestep(float timeStep)
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case 0:
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//update the masspoint
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cout << "Euler \n";
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cout << "Midpoint\n";
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Euler(0, 1, 0, timeStep);
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break;
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case 1:cout << "demo 2 \n";
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case 1:
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break;
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case 2:cout << "demo 3\n";
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break;
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case 3: cout << "demo 4\n";
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case 2:cout << "midpoint \n";
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Midpoint(0, 1, timeStep);
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break;
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default: break;
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}
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Euler(0, 1, 0, timeStep);
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//Euler(0, 1, 0, timeStep);
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}
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void MassSpringSystemSimulator::onClick(int x, int y)
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@@ -216,15 +215,26 @@ Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
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void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
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{
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//eine Vorstellung: for all Masspoints, update force
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}
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Vec3 MassSpringSystemSimulator::calcualtePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 velocity)
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int MassSpringSystemSimulator::LengthCalculator(Vec3 position1, Vec3 position2) {
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Vec3 PosVector = position1 - position2;
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//wurzel aus Vektor
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int length = sqrt(pow(PosVector.x, 2) + pow(PosVector.y, 2) + pow(PosVector.z, 2));
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return length;
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}
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Vec3 MassSpringSystemSimulator::calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 velocity)
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{
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return oldPosition + timestep * velocity;
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}
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Vec3 MassSpringSystemSimulator::calcualteVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration)
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Vec3 MassSpringSystemSimulator::calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration)
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{
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return oldVelocity + acceleration * timestep;
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}
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@@ -234,6 +244,51 @@ Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
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return force / mass;
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}
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void MassSpringSystemSimulator::Midpoint(int index1, int index2, float timestep) {
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//here some implementation about Midpoint
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auto massPoint1 = masspoints.at(index1);
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auto massPoint2 = masspoints.at(index2);
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//old position
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auto mp = massPoint1->position;
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auto mp2 = massPoint2 ->position;
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//old Velocity
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auto mOld_v = massPoint1->velocity;
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auto m2Old_v = massPoint1->velocity;
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Vec3 PosVector = mp - mp2;
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//Abstand ausrechnen
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int d = LengthCalculator(mp, mp2);
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//normalize
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Vec3 PosNorm1 = PosVector / d;
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Vec3 PosNorm2 = -1 * PosNorm1;
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Vec3 Force = -m_fStiffness * (d - springs.at(0).initialLength) * PosNorm1;
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Vec3 Force2 = -1 * Force;
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Vec3 oldAcc = calculateAcceleration(Force,m_fMass);
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Vec3 oldAcc2 = calculateAcceleration(Force2, m_fMass);
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//Midpoint calculator
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//Pos of Midstep
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Vec3 PosOfMidstep = mp + 0.5 * timestep * mOld_v;
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Vec3 PosOfMidstep2 = mp2 + 0.5 * timestep * m2Old_v;
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//Vel at Midstep
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Vec3 VelAtMidstep = mOld_v + 0.5 * timestep * oldAcc;
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Vec3 VelAtMidstep2 = m2Old_v + 0.5 * timestep * oldAcc2;
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Vec3 NewPos = mp + timestep * VelAtMidstep;
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Vec3 NewPos2 = mp2 + timestep * VelAtMidstep2;
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Vec3 NewVel = mOld_v + timestep * oldAcc;
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Vec3 NewVel2 = m2Old_v + timestep * oldAcc2;
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cout << NewPos;
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cout << NewVel;
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massPoint1->position = NewPos;
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massPoint1->velocity = NewVel;
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massPoint2->position = NewPos2;
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massPoint2->velocity = NewVel2;
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}
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void MassSpringSystemSimulator::Euler(int index1, int index2, int indexSpring, float timestep)
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{
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//take old position and send to calculatePositionTimestepEuler
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@@ -247,11 +302,11 @@ void MassSpringSystemSimulator::Euler(int index1, int index2, int indexSpring, f
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// Force of spring is -k * (l - L) * normalizedVector [for P2 we can take -F1)
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auto force = -m_fStiffness * (lengthVector - springs.at(0).initialLength) * normalized;
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auto foreP2 = -1 * force;
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auto veloc = calcualteVelocityTimestepEuler(mp->velocity, timestep, calculateAcceleration(force, 10.));
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auto pos = calcualtePositionTimestepEuler(mp->position, timestep, veloc);
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auto veloc = calculateVelocityTimestepEuler(mp->velocity, timestep, calculateAcceleration(force, 10.));
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auto pos = calculatePositionTimestepEuler(mp->position, timestep, veloc);
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auto veloc2 = calcualteVelocityTimestepEuler(mp2->velocity, timestep, calculateAcceleration(foreP2, 10.));
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auto pos2 = calcualtePositionTimestepEuler(mp2->position, timestep, veloc2);
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auto veloc2 = calculateVelocityTimestepEuler(mp2->velocity, timestep, calculateAcceleration(foreP2, 10.));
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auto pos2 = calculatePositionTimestepEuler(mp2->position, timestep, veloc2);
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// Update Positions and Velocity
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mp->position = pos;
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@@ -39,8 +39,11 @@ public:
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Vec3 getVelocityOfMassPoint(int index);
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void applyExternalForce(Vec3 force);
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Vec3 calcualtePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
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Vec3 calcualteVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);
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void Midpoint(int index1, int index2, float timestep);
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int LengthCalculator(Vec3 position1, Vec3 position2);
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Vec3 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
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Vec3 calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);
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Vec3 calculateAcceleration(Vec3 acceleration, float mass);
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void Euler(int index1, int index2, int indexSpring, float timestep);
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