clean up after merge

This commit is contained in:
2023-11-16 19:45:35 +01:00
2 changed files with 82 additions and 22 deletions

View File

@@ -101,7 +101,7 @@ void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
//calculate Midpoint for one step and print results
setIntegrator(MIDPOINT);
cout << "\n\n\t -- MIDPOINT RESULT --\n";
simulateTimestep(0.005);
simulateTimestep(1);
printSpring(springs.at(0));
break;
}
@@ -188,16 +188,13 @@ void MassSpringSystemSimulator::simulateTimestep(float timeStep)
springs.erase(springs.begin() + i);
continue;
}
auto mp1 = sp.mp1.lock();
auto mp2 = sp.mp2.lock();
if (m_iIntegrator == EULER) {
Euler(*mp1.get(), *mp2.get(), sp, timeStep);
Euler(sp, timeStep);
}
else if (m_iIntegrator == MIDPOINT) {
//TODO: Add Midpoint
Midpoint(sp, timeStep);
}
else if (m_iIntegrator == LEAPFROG) {
//TODO: Add Leapfrog
@@ -283,15 +280,26 @@ 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;
}
@@ -301,10 +309,59 @@ Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
return force / mass;
}
void MassSpringSystemSimulator::Euler(MassPoint& masspoint1, MassPoint& masspoint2, Spring& spring, float timestep)
void MassSpringSystemSimulator::Midpoint(Spring& spring, float timestep) {
//here some implementation about Midpoint
auto massPoint1 = spring.mp1.lock();
auto massPoint2 = spring.mp2.lock();
//old position
auto mp = massPoint1->position;
auto mp2 = massPoint2->position;
//old Velocity
auto mOld_v = massPoint1->velocity;
auto m2Old_v = massPoint2->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(Spring& spring, float timestep)
{
auto massPoint1 = spring.mp1.lock();
auto massPoint2 = spring.mp2.lock();
//take old position and send to calculatePositionTimestepEuler
auto PosVector = masspoint1.position - masspoint2.position;
auto PosVector = massPoint1->position - massPoint2->position;
auto lengthVector = sqrt(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
auto normalized = PosVector / lengthVector;
@@ -312,18 +369,18 @@ void MassSpringSystemSimulator::Euler(MassPoint& masspoint1, MassPoint& masspoin
// Force of spring is -k * (l - L) * normalizedVector [for P2 we can take -F1)
auto force = -m_fStiffness * (lengthVector - spring.initialLength) * normalized;
auto foreP2 = -1 * force;
auto veloc = calcualteVelocityTimestepEuler(masspoint1.velocity, timestep, calculateAcceleration(force, 10.));
auto pos = calcualtePositionTimestepEuler(masspoint1.position, timestep, veloc);
auto veloc = calculatePositionTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, 10.));
auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, veloc);
auto veloc2 = calcualteVelocityTimestepEuler(masspoint2.velocity, timestep, calculateAcceleration(foreP2, 10.));
auto pos2 = calcualtePositionTimestepEuler(masspoint2.position, timestep, veloc2);
auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, 10.));
auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, veloc2);
// Update Positions and Velocity
masspoint1.position = pos;
masspoint1.velocity = veloc;
massPoint1->position = pos;
massPoint1->velocity = veloc;
masspoint2.position = pos2;
masspoint2.velocity = veloc2;
massPoint2->position = pos2;
massPoint2->velocity = veloc2;
}
void MassSpringSystemSimulator::printSpring(const Spring& spring)

View File

@@ -39,10 +39,13 @@ 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(Spring& spring, 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(MassPoint& masspoint1, MassPoint& masspoint2, Spring& spring, float timestep);
void Euler(Spring& spring, float timestep);
void printSpring(const Spring& spring);