fix midpoint
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@@ -3,10 +3,6 @@
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MassSpringSystemSimulator::MassSpringSystemSimulator()
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MassSpringSystemSimulator::MassSpringSystemSimulator()
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{
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{
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m_iTestCase = 0;
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m_fMass = 10;
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m_fStiffness = 40;
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m_iIntegrator = EULER;
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}
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}
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const char* MassSpringSystemSimulator::getTestCasesStr()
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const char* MassSpringSystemSimulator::getTestCasesStr()
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@@ -310,43 +306,41 @@ void MassSpringSystemSimulator::Midpoint(Spring& spring, float timestep) {
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auto massPoint1 = spring.mp1.lock();
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auto massPoint1 = spring.mp1.lock();
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auto massPoint2 = spring.mp2.lock();
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auto massPoint2 = spring.mp2.lock();
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//old Velocity
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auto mOld_v = massPoint1->velocity;
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auto m2Old_v = massPoint2->velocity;
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Vec3 PosVector = massPoint1->position - massPoint2->position;
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Vec3 PosVector = massPoint1->position - massPoint2->position;
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//Abstand ausrechnen
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//Abstand ausrechnen
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float length = LengthCalculator(PosVector);
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float length = sqrtf(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
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//normalize
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//normalize
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Vec3 normal1 = PosVector / length;
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Vec3 normal = PosVector / length;
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Vec3 normal2 = -1 * normal1;
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//Midpoint calculator
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//Midpoint calculator
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auto midpointStep1 = MidPointStep(timestep / 2, spring, massPoint1->position, massPoint1->velocity, normal1, length);
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std::tuple<Vec3, Vec3> midpointStep1 = MidPointHalfStep(timestep * .5, spring, massPoint1->position, massPoint1->velocity, normal, length);
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auto midpointStep2 = MidPointStep(timestep / 2, spring, massPoint2->position, massPoint2->velocity, normal2, length);
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std::tuple<Vec3, Vec3> midpointStep2 = MidPointHalfStep(timestep * .5, spring, massPoint2->position, massPoint2->velocity, -normal, length);
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auto newPosVector = std::get<0>(midpointStep1) - std::get<0>(midpointStep2);
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Vec3 newPosVector = std::get<0>(midpointStep1) - std::get<0>(midpointStep2);
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auto newLength = LengthCalculator(newPosVector);
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float newLength = sqrtf(newPosVector.x * newPosVector.x + newPosVector.y * newPosVector.y + newPosVector.z * newPosVector.z);
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auto newNormal1 = newPosVector / newLength;
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Vec3 newNormal = newPosVector / newLength;
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auto newNormal2 = -1 * newNormal1;
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auto midpoint1 = MidPointStep(timestep, spring, massPoint1->position, std::get<1>(midpointStep1), newNormal1, newLength);
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std::tuple<Vec3, Vec3> midpoint1 = MidPointStep(timestep, spring, massPoint1->position, massPoint1->velocity, std::get<1>(midpointStep1), newNormal, newLength);
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auto midpoint2 = MidPointStep(timestep, spring, massPoint2->position, std::get<1>(midpointStep2), newNormal2, newLength);
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std::tuple<Vec3, Vec3> midpoint2 = MidPointStep(timestep, spring, massPoint2->position, massPoint2->velocity, std::get<1>(midpointStep2), -newNormal, newLength);
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//cout << NewPos;
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//cout << NewVel;
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massPoint1->position = std::get<0>(midpoint1);
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massPoint1->position = std::get<0>(midpoint1);
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massPoint1->velocity = std::get<1>(midpoint1);
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massPoint1->velocity = std::get<1>(midpoint1);
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massPoint2->position = std::get<0>(midpoint2);
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massPoint2->position = std::get<0>(midpoint2);
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massPoint2->velocity = std::get<1>(midpoint2);
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massPoint2->velocity = std::get<1>(midpoint2);
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}
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}
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std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(float timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, float length)
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std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointHalfStep(double timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, double length)
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{
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{
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Vec3 force = -m_fStiffness * (length - spring.initialLength) * normal;
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return MidPointStep(timestep, spring, position, velocity, velocity, normal, length);
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Vec3 acc = calculateAcceleration(force, m_fMass);
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}
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Vec3 pos = position + timestep * velocity;
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Vec3 vel = velocity + timestep * acc;
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std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(double timestep, const Spring& spring, Vec3 position, Vec3 oldVelo,Vec3 velocity, Vec3 normal, double length)
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{
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auto force = -m_fStiffness * (length - spring.initialLength) * normal;
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auto acc = calculateAcceleration(force, m_fMass);
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auto pos = position + timestep * velocity;
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auto vel = oldVelo + timestep * acc;
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return std::tuple<Vec3, Vec3>(pos, vel);
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return std::tuple<Vec3, Vec3>(pos, vel);
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}
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}
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@@ -40,7 +40,8 @@ public:
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void applyExternalForce(Vec3 force);
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void applyExternalForce(Vec3 force);
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void Midpoint(Spring& spring, float timestep);
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void Midpoint(Spring& spring, float timestep);
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std::tuple<Vec3, Vec3> MidPointStep(float timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, float length);
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std::tuple<Vec3, Vec3> MidPointHalfStep(double timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, double length);
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std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(double timestep, const Spring& spring, Vec3 position, Vec3 oldVelo, Vec3 velocity, Vec3 normal, double length);
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float LengthCalculator(Vec3 vector);
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float LengthCalculator(Vec3 vector);
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Vec3 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
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Vec3 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
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