clean up after merge
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@@ -101,7 +101,7 @@ void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
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//calculate Midpoint for one step and print results
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setIntegrator(MIDPOINT);
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cout << "\n\n\t -- MIDPOINT RESULT --\n";
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simulateTimestep(0.005);
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simulateTimestep(1);
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printSpring(springs.at(0));
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break;
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}
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@@ -188,16 +188,13 @@ void MassSpringSystemSimulator::simulateTimestep(float timeStep)
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springs.erase(springs.begin() + i);
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continue;
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}
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auto mp1 = sp.mp1.lock();
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auto mp2 = sp.mp2.lock();
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if (m_iIntegrator == EULER) {
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Euler(*mp1.get(), *mp2.get(), sp, timeStep);
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Euler(sp, timeStep);
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}
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else if (m_iIntegrator == MIDPOINT) {
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//TODO: Add Midpoint
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Midpoint(sp, timeStep);
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}
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else if (m_iIntegrator == LEAPFROG) {
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//TODO: Add Leapfrog
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@@ -283,15 +280,26 @@ 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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@@ -301,10 +309,59 @@ Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
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return force / mass;
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}
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void MassSpringSystemSimulator::Euler(MassPoint& masspoint1, MassPoint& masspoint2, Spring& spring, float timestep)
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void MassSpringSystemSimulator::Midpoint(Spring& spring, float timestep) {
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//here some implementation about Midpoint
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auto massPoint1 = spring.mp1.lock();
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auto massPoint2 = spring.mp2.lock();
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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 = massPoint2->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(Spring& spring, float timestep)
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{
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auto massPoint1 = spring.mp1.lock();
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auto massPoint2 = spring.mp2.lock();
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//take old position and send to calculatePositionTimestepEuler
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auto PosVector = masspoint1.position - masspoint2.position;
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auto PosVector = massPoint1->position - massPoint2->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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@@ -312,18 +369,18 @@ void MassSpringSystemSimulator::Euler(MassPoint& masspoint1, MassPoint& masspoin
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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 - spring.initialLength) * normalized;
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auto foreP2 = -1 * force;
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auto veloc = calcualteVelocityTimestepEuler(masspoint1.velocity, timestep, calculateAcceleration(force, 10.));
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auto pos = calcualtePositionTimestepEuler(masspoint1.position, timestep, veloc);
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auto veloc = calculatePositionTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, 10.));
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auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, veloc);
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auto veloc2 = calcualteVelocityTimestepEuler(masspoint2.velocity, timestep, calculateAcceleration(foreP2, 10.));
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auto pos2 = calcualtePositionTimestepEuler(masspoint2.position, timestep, veloc2);
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auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, 10.));
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auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, veloc2);
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// Update Positions and Velocity
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masspoint1.position = pos;
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masspoint1.velocity = veloc;
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massPoint1->position = pos;
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massPoint1->velocity = veloc;
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masspoint2.position = pos2;
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masspoint2.velocity = veloc2;
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massPoint2->position = pos2;
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massPoint2->velocity = veloc2;
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}
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void MassSpringSystemSimulator::printSpring(const Spring& spring)
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@@ -39,10 +39,13 @@ 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(Spring& spring, 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(MassPoint& masspoint1, MassPoint& masspoint2, Spring& spring, float timestep);
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void Euler(Spring& spring, float timestep);
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void printSpring(const Spring& spring);
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