merge stuff demo 2
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@@ -7,12 +7,10 @@ MassSpringSystemSimulator::MassSpringSystemSimulator()
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m_fStiffness = 40;
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m_fStiffness = 40;
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int m_iIntegrater = 0;
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int m_iIntegrater = 0;
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auto first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
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//Test only
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auto second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
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auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
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addSpring(first, second, 1.0);
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auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
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m_fStiffness = 40;
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addSpring(first, second, 2.0);
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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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@@ -137,6 +135,8 @@ void MassSpringSystemSimulator::simulateTimestep(float timeStep)
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break;
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break;
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default: break;
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default: break;
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}
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}
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Euler(0, 1, 0, timeStep);
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}
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}
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void MassSpringSystemSimulator::onClick(int x, int y)
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void MassSpringSystemSimulator::onClick(int x, int y)
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@@ -218,3 +218,44 @@ void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
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{
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{
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}
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}
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Vec3 MassSpringSystemSimulator::calcualtePositionTimestepEuler(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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{
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return oldVelocity + acceleration * timestep;
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}
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Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
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{
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return force / mass;
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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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auto mp = masspoints.at(index1);
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auto mp2 = masspoints.at(index2);
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Vec3 PosVector = mp->position - mp2->position;
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auto lengthVector = sqrt(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
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auto normalized = PosVector / lengthVector;
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// Actual Calculation
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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 veloc2 = calcualteVelocityTimestepEuler(mp2->velocity, timestep, calculateAcceleration(foreP2, 10.));
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auto pos2 = calcualtePositionTimestepEuler(mp2->position, timestep, veloc2);
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// Update Positions and Velocity
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mp->position = pos;
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mp->velocity = veloc;
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mp2->position = pos2;
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mp2->velocity = veloc2;
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}
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@@ -39,6 +39,11 @@ public:
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Vec3 getVelocityOfMassPoint(int index);
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Vec3 getVelocityOfMassPoint(int index);
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void applyExternalForce(Vec3 force);
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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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Vec3 calculateAcceleration(Vec3 acceleration, float mass);
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void Euler(int index1, int index2, int indexSpring, float timestep);
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// Do Not Change
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// Do Not Change
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void setIntegrator(int integrator) {
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void setIntegrator(int integrator) {
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m_iIntegrator = integrator;
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m_iIntegrator = integrator;
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