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2 changed files with 36 additions and 40 deletions

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@@ -283,17 +283,13 @@ 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 +310,44 @@ 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
auto mp = massPoint1->position;
auto mp2 = massPoint2->position;
//old Velocity //old Velocity
auto mOld_v = massPoint1->velocity; auto mOld_v = massPoint1->velocity;
auto m2Old_v = massPoint2->velocity; auto m2Old_v = massPoint2->velocity;
Vec3 PosVector = mp - mp2; Vec3 PosVector = massPoint1->position - massPoint2->position;
//Abstand ausrechnen //Abstand ausrechnen
int d = LengthCalculator(mp, mp2); float length = LengthCalculator(PosVector);
//normalize //normalize
Vec3 PosNorm1 = PosVector / d; Vec3 normal1 = PosVector / length;
Vec3 PosNorm2 = -1 * PosNorm1; Vec3 normal2 = -1 * normal1;
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 auto midpointStep1 = MidPointStep(timestep / 2, spring, massPoint1->position, massPoint1->velocity, normal1, length);
Vec3 PosOfMidstep = mp + 0.5 * timestep * mOld_v; auto midpointStep2 = MidPointStep(timestep / 2, spring, massPoint2->position, massPoint2->velocity, normal2, 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; auto newPosVector = std::get<0>(midpointStep1) - std::get<0>(midpointStep2);
Vec3 NewVel2 = m2Old_v + timestep * oldAcc2; auto newLength = LengthCalculator(newPosVector);
auto newNormal1 = newPosVector / newLength;
auto newNormal2 = -1 * newNormal1;
auto midpoint1 = MidPointStep(timestep, spring, massPoint1->position, std::get<1>(midpointStep1), newNormal1, newLength);
auto midpoint2 = MidPointStep(timestep, spring, massPoint2->position, std::get<1>(midpointStep2), newNormal2, newLength);
//cout << NewPos; //cout << NewPos;
//cout << NewVel; //cout << NewVel;
massPoint1->position = NewPos; massPoint1->position = std::get<0>(midpoint1);
massPoint1->velocity = NewVel; massPoint1->velocity = std::get<1>(midpoint1);
massPoint2->position = NewPos2; massPoint2->position = std::get<0>(midpoint2);
massPoint2->velocity = NewVel2; massPoint2->velocity = std::get<1>(midpoint2);
}
std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(float timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, float length)
{
Vec3 force = -m_fStiffness * (length - spring.initialLength) * normal;
Vec3 acc = calculateAcceleration(force, m_fMass);
Vec3 pos = position + timestep * velocity;
Vec3 vel = velocity + 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 +364,11 @@ 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 +40,8 @@ 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> MidPointStep(float timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, float 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);