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3 Commits

Author SHA1 Message Date
1296ef0b39 fix midpoint 2023-11-17 14:22:14 +01:00
b857996445 Merge branch 'master' of ssh://git.peroxy.dev:222/kookroach/game-physics 2023-11-16 23:17:58 +01:00
00ac0d266d fix euler, start fix midpoint 2023-11-16 23:17:49 +01:00
2 changed files with 41 additions and 50 deletions

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@@ -3,10 +3,6 @@
MassSpringSystemSimulator::MassSpringSystemSimulator() MassSpringSystemSimulator::MassSpringSystemSimulator()
{ {
m_iTestCase = 0;
m_fMass = 10;
m_fStiffness = 40;
m_iIntegrator = EULER;
} }
const char* MassSpringSystemSimulator::getTestCasesStr() const char* MassSpringSystemSimulator::getTestCasesStr()
@@ -283,17 +279,13 @@ void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
//eine Vorstellung: for all Masspoints, update force //eine Vorstellung: for all Masspoints, update force
} }
int MassSpringSystemSimulator::LengthCalculator(Vec3 position1, Vec3 position2) { float MassSpringSystemSimulator::LengthCalculator(Vec3 vector)
{
Vec3 PosVector = position1 - position2;
//wurzel aus Vektor //wurzel aus Vektor
int length = sqrt(pow(PosVector.x, 2) + pow(PosVector.y, 2) + pow(PosVector.z, 2)); float length = sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
return length; return length;
} }
Vec3 MassSpringSystemSimulator::calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 velocity) Vec3 MassSpringSystemSimulator::calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 velocity)
{ {
return oldPosition + timestep * velocity; return oldPosition + timestep * velocity;
@@ -314,45 +306,42 @@ void MassSpringSystemSimulator::Midpoint(Spring& spring, float timestep) {
auto massPoint1 = spring.mp1.lock(); auto massPoint1 = spring.mp1.lock();
auto massPoint2 = spring.mp2.lock(); auto massPoint2 = spring.mp2.lock();
//old position Vec3 PosVector = massPoint1->position - massPoint2->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 //Abstand ausrechnen
int d = LengthCalculator(mp, mp2); float length = sqrtf(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
//normalize //normalize
Vec3 PosNorm1 = PosVector / d; Vec3 normal = PosVector / length;
Vec3 PosNorm2 = -1 * PosNorm1;
Vec3 Force = -m_fStiffness * (d - spring.initialLength) * PosNorm1;
Vec3 Force2 = -1 * Force;
Vec3 oldAcc = calculateAcceleration(Force,m_fMass);
Vec3 oldAcc2 = calculateAcceleration(Force2, m_fMass);
//Midpoint calculator //Midpoint calculator
//Pos of Midstep std::tuple<Vec3, Vec3> midpointStep1 = MidPointHalfStep(timestep * .5, spring, massPoint1->position, massPoint1->velocity, normal, length);
Vec3 PosOfMidstep = mp + 0.5 * timestep * mOld_v; std::tuple<Vec3, Vec3> midpointStep2 = MidPointHalfStep(timestep * .5, spring, massPoint2->position, massPoint2->velocity, -normal, length);
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 newPosVector = std::get<0>(midpointStep1) - std::get<0>(midpointStep2);
Vec3 NewVel2 = m2Old_v + timestep * oldAcc2; float newLength = sqrtf(newPosVector.x * newPosVector.x + newPosVector.y * newPosVector.y + newPosVector.z * newPosVector.z);
//cout << NewPos; Vec3 newNormal = newPosVector / newLength;
//cout << NewVel;
massPoint1->position = NewPos; std::tuple<Vec3, Vec3> midpoint1 = MidPointStep(timestep, spring, massPoint1->position, massPoint1->velocity, std::get<1>(midpointStep1), newNormal, newLength);
massPoint1->velocity = NewVel; std::tuple<Vec3, Vec3> midpoint2 = MidPointStep(timestep, spring, massPoint2->position, massPoint2->velocity, std::get<1>(midpointStep2), -newNormal, newLength);
massPoint2->position = NewPos2;
massPoint2->velocity = NewVel2; 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) void MassSpringSystemSimulator::Euler(Spring& spring, float timestep)
@@ -369,11 +358,11 @@ void MassSpringSystemSimulator::Euler(Spring& spring, float timestep)
// Force of spring is -k * (l - L) * normalizedVector [for P2 we can take -F1) // Force of spring is -k * (l - L) * normalizedVector [for P2 we can take -F1)
auto force = -m_fStiffness * (lengthVector - spring.initialLength) * normalized; auto force = -m_fStiffness * (lengthVector - spring.initialLength) * normalized;
auto foreP2 = -1 * force; auto foreP2 = -1 * force;
auto veloc = calculatePositionTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, 10.)); auto veloc = calculateVelocityTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, m_fMass));
auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, veloc); auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, massPoint1->velocity);
auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, 10.)); auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, m_fMass));
auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, veloc2); auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, massPoint2->velocity);
// Update Positions and Velocity // Update Positions and Velocity
massPoint1->position = pos; massPoint1->position = pos;

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@@ -40,7 +40,9 @@ public:
void applyExternalForce(Vec3 force); void applyExternalForce(Vec3 force);
void Midpoint(Spring& spring, float timestep); void Midpoint(Spring& spring, float timestep);
int LengthCalculator(Vec3 position1, Vec3 position2); 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 calculatePositionTimestepEuler(Vec3 oldPosition, float timestep, Vec3 veloctiy);
Vec3 calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration); Vec3 calculateVelocityTimestepEuler(Vec3 oldVelocity, float timestep, Vec3 acceleration);