TestCases, Midpoint push

This commit is contained in:
MuZiQiAM
2023-11-16 18:40:59 +01:00
parent 82f103758d
commit 0647bb8735
2 changed files with 83 additions and 25 deletions

View File

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

View File

@@ -39,8 +39,11 @@ public:
Vec3 getVelocityOfMassPoint(int index);
void applyExternalForce(Vec3 force);
Vec3 calcualtePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
Vec3 calcualteVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);
void Midpoint(int index1, int index2, float timestep);
int LengthCalculator(Vec3 position1, Vec3 position2);
Vec3 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
Vec3 calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);
Vec3 calculateAcceleration(Vec3 acceleration, float mass);
void Euler(int index1, int index2, int indexSpring, float timestep);