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2 changed files with 223 additions and 50 deletions

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@@ -1,18 +1,8 @@
#include "MassSpringSystemSimulator.h" #include "MassSpringSystemSimulator.h"
#include <stdio.h>
MassSpringSystemSimulator::MassSpringSystemSimulator() MassSpringSystemSimulator::MassSpringSystemSimulator()
{ {
m_iTestCase = 0;
m_fMass = 10;
m_fStiffness = 40;
int m_iIntegrater = 0;
//Test only
auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
addSpring(first, second, 2.0);
} }
const char* MassSpringSystemSimulator::getTestCasesStr() const char* MassSpringSystemSimulator::getTestCasesStr()
@@ -25,13 +15,14 @@ void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
this->DUC = DUC; this->DUC = DUC;
switch (m_iTestCase) switch (m_iTestCase)
{ {
case 0:break; case 0:
case 1: break;
case 1:
break; break;
case 2: case 2:
break; break;
default:break; default:
break;
} }
} }
@@ -40,10 +31,11 @@ void MassSpringSystemSimulator::reset()
m_mouse.x = m_mouse.y = 0; m_mouse.x = m_mouse.y = 0;
m_trackmouse.x = m_trackmouse.y = 0; m_trackmouse.x = m_trackmouse.y = 0;
m_oldtrackmouse.x = m_oldtrackmouse.y = 0; m_oldtrackmouse.x = m_oldtrackmouse.y = 0;
springs.clear();
masspoints.clear();
} }
void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext) void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext)
{ {
@@ -70,26 +62,91 @@ void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateCont
void MassSpringSystemSimulator::notifyCaseChanged(int testCase) void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
{ {
m_iTestCase = testCase; m_iTestCase = testCase;
system("cls");
reset();
switch (m_iTestCase) switch (m_iTestCase)
{ {
case 0: case 0: {
cout << "Demo1 !\n"; cout << "Demo 1 !\n";
setMass(10);
setStiffness(40);
//simulateTimestep(1); int first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
int second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
addSpring(first, second, 1);
cout << "\t -- INITIAL --\n";
printSpring(springs.at(0));
cout << "--------------------------------------------------" << std::endl;
//calculate Euler for one step and print results
setIntegrator(EULER);
cout << "\n\n\t -- EULER RESULT --\n";
simulateTimestep(1);
printSpring(springs.at(0));
cout << "--------------------------------------------------" << std::endl;
reset();
first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
addSpring(first, second, 1);
//calculate Midpoint for one step and print results
setIntegrator(MIDPOINT);
cout << "\n\n\t -- MIDPOINT RESULT --\n";
simulateTimestep(1);
printSpring(springs.at(0));
break;
}
case 1: {
cout << "Demo 2 !\n";
reset();
int first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
int second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
addSpring(first, second, 1.0);
cout << "\t -- INITIAL --\n";
printSpring(springs.at(0));
cout << "--------------------------------------------------" << std::endl;
//calculate Euler for a timestep of 0.005 and print results
setIntegrator(EULER);
cout << "\n\n\t -- EULER RESULT--\n";
simulateTimestep(0.005);
printSpring(springs.at(0));
break; break;
case 1: }
cout << "Demo2 \n";
//m_iNumSpheres = 100; case 2: {
//m_fSphereSize = 0.05f; cout << "Demo 3 !\n";
reset();
int first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
int second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
addSpring(first, second, 1.0);
cout << "\t -- INITIAL --\n";
printSpring(springs.at(0));
cout << "--------------------------------------------------" << std::endl;
//calculate Midpoint for a timestep of 0.005 and print results
setIntegrator(MIDPOINT);
cout << "\n\n\t -- MIDPOINT RESULT --\n";
simulateTimestep(0.005);
printSpring(springs.at(0));
break; break;
case 2: }
cout << "Demo3 !\n"; case 3: {
break;
case 3:
cout << "Demo 4 !\n"; cout << "Demo 4 !\n";
break;
}
default: default:
//cout << "Demo4 !\n";
break; break;
} }
} }
@@ -117,25 +174,28 @@ void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
} }
void MassSpringSystemSimulator::simulateTimestep(float timeStep) void MassSpringSystemSimulator::simulateTimestep(float timeStep)
{ {
//update current setup for each frame //update current setup for each frame
switch (m_iTestCase) { for (size_t i = 0; i < springs.size(); i++) {
case 0: auto sp = springs.at(i);
//update the masspoint if (!sp.isValid())
cout << "Euler \n"; {
springs.erase(springs.begin() + i);
continue;
}
if (m_iIntegrator == EULER) {
Euler(sp, timeStep);
}
else if (m_iIntegrator == MIDPOINT) {
Midpoint(sp, timeStep);
}
else if (m_iIntegrator == LEAPFROG) {
//TODO: Add Leapfrog
}
cout << "Midpoint\n";
break;
case 1:cout << "demo 2 \n";
break;
case 2:cout << "demo 3\n";
break;
case 3: cout << "demo 4\n";
break;
default: break;
} }
} }
@@ -216,5 +276,106 @@ Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
void MassSpringSystemSimulator::applyExternalForce(Vec3 force) void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
{ {
//eine Vorstellung: for all Masspoints, update force
}
float MassSpringSystemSimulator::LengthCalculator(Vec3 vector)
{
//wurzel aus Vektor
float length = sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
return length;
}
Vec3 MassSpringSystemSimulator::calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 velocity)
{
return oldPosition + timestep * velocity;
}
Vec3 MassSpringSystemSimulator::calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration)
{
return oldVelocity + acceleration * timestep;
}
Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
{
return force / mass;
}
void MassSpringSystemSimulator::Midpoint(Spring& spring, float timestep) {
//here some implementation about Midpoint
auto massPoint1 = spring.mp1.lock();
auto massPoint2 = spring.mp2.lock();
Vec3 PosVector = massPoint1->position - massPoint2->position;
//Abstand ausrechnen
float length = sqrtf(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
//normalize
Vec3 normal = PosVector / length;
//Midpoint calculator
std::tuple<Vec3, Vec3> midpointStep1 = MidPointHalfStep(timestep * .5, spring, massPoint1->position, massPoint1->velocity, normal, length);
std::tuple<Vec3, Vec3> midpointStep2 = MidPointHalfStep(timestep * .5, spring, massPoint2->position, massPoint2->velocity, -normal, length);
Vec3 newPosVector = std::get<0>(midpointStep1) - std::get<0>(midpointStep2);
float newLength = sqrtf(newPosVector.x * newPosVector.x + newPosVector.y * newPosVector.y + newPosVector.z * newPosVector.z);
Vec3 newNormal = newPosVector / newLength;
std::tuple<Vec3, Vec3> midpoint1 = MidPointStep(timestep, spring, massPoint1->position, massPoint1->velocity, std::get<1>(midpointStep1), newNormal, newLength);
std::tuple<Vec3, Vec3> midpoint2 = MidPointStep(timestep, spring, massPoint2->position, massPoint2->velocity, std::get<1>(midpointStep2), -newNormal, newLength);
massPoint1->position = std::get<0>(midpoint1);
massPoint1->velocity = std::get<1>(midpoint1);
massPoint2->position = std::get<0>(midpoint2);
massPoint2->velocity = std::get<1>(midpoint2);
}
std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointHalfStep(double timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, double length)
{
return MidPointStep(timestep, spring, position, velocity, velocity, normal, length);
}
std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(double timestep, const Spring& spring, Vec3 position, Vec3 oldVelo,Vec3 velocity, Vec3 normal, double length)
{
auto force = -m_fStiffness * (length - spring.initialLength) * normal;
auto acc = calculateAcceleration(force, m_fMass);
auto pos = position + timestep * velocity;
auto vel = oldVelo + timestep * acc;
return std::tuple<Vec3, Vec3>(pos, vel);
}
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 lengthVector = sqrt(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
auto normalized = PosVector / lengthVector;
// Actual Calculation
// 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 = calculateVelocityTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, m_fMass));
auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, massPoint1->velocity);
auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, m_fMass));
auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, massPoint2->velocity);
// Update Positions and Velocity
massPoint1->position = pos;
massPoint1->velocity = veloc;
massPoint2->position = pos2;
massPoint2->velocity = veloc2;
}
void MassSpringSystemSimulator::printSpring(const Spring& spring)
{
auto mp1 = spring.mp1.lock();
auto mp2 = spring.mp2.lock();
printf("Masspoint 1:\nPosition: %s \nVelocity: %s\n\n", mp1->position.toString().c_str(), mp1->velocity.toString().c_str());
printf("Masspoint 2:\nPosition: %s \nVelocity: %s\n", mp2->position.toString().c_str(), mp2->velocity.toString().c_str());
} }

View File

@@ -39,6 +39,18 @@ public:
Vec3 getVelocityOfMassPoint(int index); Vec3 getVelocityOfMassPoint(int index);
void applyExternalForce(Vec3 force); void applyExternalForce(Vec3 force);
void Midpoint(Spring& spring, float timestep);
std::tuple<Vec3, Vec3> MidPointHalfStep(double timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, double length);
std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(double timestep, const Spring& spring, Vec3 position, Vec3 oldVelo, Vec3 velocity, Vec3 normal, double length);
float LengthCalculator(Vec3 vector);
Vec3 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
Vec3 calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);
Vec3 calculateAcceleration(Vec3 acceleration, float mass);
void Euler(Spring& spring, float timestep);
void printSpring(const Spring& spring);
// Do Not Change // Do Not Change
void setIntegrator(int integrator) { void setIntegrator(int integrator) {
m_iIntegrator = integrator; m_iIntegrator = integrator;