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@@ -1,29 +1,44 @@
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#include "MassSpringSystemSimulator.h"
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#include <stdio.h>
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MassSpringSystemSimulator::MassSpringSystemSimulator()
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{
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//Test only
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//auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
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//auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
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//addSpring(first, second, 2.0);
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}
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const char* MassSpringSystemSimulator::getTestCasesStr()
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{
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return nullptr;
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return "Demo1,Demo2,Demo3,Demo4";
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}
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void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
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{
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this->DUC = DUC;
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switch (m_iTestCase)
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{
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case 0:
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break;
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case 1:
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break;
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case 2:
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break;
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default:
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break;
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}
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}
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void MassSpringSystemSimulator::reset()
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{
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m_mouse.x = m_mouse.y = 0;
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m_trackmouse.x = m_trackmouse.y = 0;
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m_oldtrackmouse.x = m_oldtrackmouse.y = 0;
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springs.clear();
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masspoints.clear();
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}
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void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext)
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{
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for (size_t i = 0; i < springs.size(); i++) {
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auto sp = springs.at(i);
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if (!sp.isValid())
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@@ -46,34 +61,171 @@ void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateCont
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void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
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{
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m_iTestCase = testCase;
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system("cls");
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reset();
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switch (m_iTestCase)
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{
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case 0: {
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cout << "Demo 1 !\n";
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setMass(10);
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setStiffness(40);
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int first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
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int second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
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addSpring(first, second, 1);
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cout << "\t -- INITIAL --\n";
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printSpring(springs.at(0));
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cout << "--------------------------------------------------" << std::endl;
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//calculate Euler for one step and print results
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setIntegrator(EULER);
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cout << "\n\n\t -- EULER RESULT --\n";
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simulateTimestep(1);
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printSpring(springs.at(0));
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cout << "--------------------------------------------------" << std::endl;
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reset();
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first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
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second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
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addSpring(first, second, 1);
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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(1);
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printSpring(springs.at(0));
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break;
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}
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case 1: {
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cout << "Demo 2 !\n";
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reset();
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int first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
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int second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
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addSpring(first, second, 1.0);
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cout << "\t -- INITIAL --\n";
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printSpring(springs.at(0));
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cout << "--------------------------------------------------" << std::endl;
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//calculate Euler for a timestep of 0.005 and print results
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setIntegrator(EULER);
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cout << "\n\n\t -- EULER RESULT--\n";
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simulateTimestep(0.005);
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printSpring(springs.at(0));
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break;
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}
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case 2: {
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cout << "Demo 3 !\n";
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reset();
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int first = addMassPoint(Vec3(0, 0, 0), Vec3(-1, 0, 0), true);
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int second = addMassPoint(Vec3(0, 2, 0), Vec3(1, 0, 0), true);
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addSpring(first, second, 1.0);
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cout << "\t -- INITIAL --\n";
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printSpring(springs.at(0));
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cout << "--------------------------------------------------" << std::endl;
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//calculate Midpoint for a timestep of 0.005 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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printSpring(springs.at(0));
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break;
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}
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case 3: {
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cout << "Demo 4 !\n";
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break;
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}
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default:
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break;
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}
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}
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void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
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{
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Point2D mouseDiff;
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mouseDiff.x = m_trackmouse.x - m_oldtrackmouse.x;
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mouseDiff.y = m_trackmouse.y - m_oldtrackmouse.y;
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if (mouseDiff.x != 0 || mouseDiff.y != 0)
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{
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Mat4 worldViewInv = Mat4(DUC->g_camera.GetWorldMatrix() * DUC->g_camera.GetViewMatrix());
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worldViewInv = worldViewInv.inverse();
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Vec3 inputView = Vec3((float)mouseDiff.x, (float)-mouseDiff.y, 0);
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Vec3 inputWorld = worldViewInv.transformVectorNormal(inputView);
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// find a proper scale!
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float inputScale = 0.001f;
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inputWorld = inputWorld * inputScale;
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//m_vfMovableObjectPos = m_vfMovableObjectFinalPos + inputWorld;
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}
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else {
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//m_vfMovableObjectFinalPos = m_vfMovableObjectPos;
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}
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}
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void MassSpringSystemSimulator::simulateTimestep(float timeStep)
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{
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//update current setup for each frame
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for (size_t i = 0; i < springs.size(); i++) {
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auto sp = springs.at(i);
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if (!sp.isValid())
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{
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springs.erase(springs.begin() + i);
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continue;
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}
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if (m_iIntegrator == EULER) {
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Euler(sp, timeStep);
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}
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else if (m_iIntegrator == 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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}
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}
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}
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void MassSpringSystemSimulator::onClick(int x, int y)
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{
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m_trackmouse.x = x;
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m_trackmouse.y = y;
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}
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void MassSpringSystemSimulator::onMouse(int x, int y)
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{
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m_oldtrackmouse.x = x;
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m_oldtrackmouse.y = y;
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m_trackmouse.x = x;
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m_trackmouse.y = y;
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}
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void MassSpringSystemSimulator::setMass(float mass)
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{
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m_fMass = mass;
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}
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void MassSpringSystemSimulator::setStiffness(float stiffness)
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{
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m_fStiffness = stiffness;
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}
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void MassSpringSystemSimulator::setDampingFactor(float damping)
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{
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m_fDamping = damping;
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}
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int MassSpringSystemSimulator::addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed)
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@@ -124,4 +276,106 @@ 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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float MassSpringSystemSimulator::LengthCalculator(Vec3 vector)
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{
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//wurzel aus Vektor
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float length = sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
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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::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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Vec3 MassSpringSystemSimulator::calculateAcceleration(Vec3 force, float mass)
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{
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return force / mass;
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}
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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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Vec3 PosVector = massPoint1->position - massPoint2->position;
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//Abstand ausrechnen
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float length = sqrtf(PosVector.x * PosVector.x + PosVector.y * PosVector.y + PosVector.z * PosVector.z);
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//normalize
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Vec3 normal = PosVector / length;
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//Midpoint calculator
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std::tuple<Vec3, Vec3> midpointStep1 = MidPointHalfStep(timestep * .5, spring, massPoint1->position, massPoint1->velocity, normal, length);
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std::tuple<Vec3, Vec3> midpointStep2 = MidPointHalfStep(timestep * .5, spring, massPoint2->position, massPoint2->velocity, -normal, length);
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Vec3 newPosVector = std::get<0>(midpointStep1) - std::get<0>(midpointStep2);
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float newLength = sqrtf(newPosVector.x * newPosVector.x + newPosVector.y * newPosVector.y + newPosVector.z * newPosVector.z);
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Vec3 newNormal = newPosVector / newLength;
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std::tuple<Vec3, Vec3> midpoint1 = MidPointStep(timestep, spring, massPoint1->position, massPoint1->velocity, std::get<1>(midpointStep1), newNormal, newLength);
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std::tuple<Vec3, Vec3> midpoint2 = MidPointStep(timestep, spring, massPoint2->position, massPoint2->velocity, std::get<1>(midpointStep2), -newNormal, newLength);
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massPoint1->position = std::get<0>(midpoint1);
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massPoint1->velocity = std::get<1>(midpoint1);
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massPoint2->position = std::get<0>(midpoint2);
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massPoint2->velocity = std::get<1>(midpoint2);
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}
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std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointHalfStep(double timestep, const Spring& spring, Vec3 position, Vec3 velocity, Vec3 normal, double length)
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{
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return MidPointStep(timestep, spring, position, velocity, velocity, normal, length);
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}
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std::tuple<Vec3, Vec3> MassSpringSystemSimulator::MidPointStep(double timestep, const Spring& spring, Vec3 position, Vec3 oldVelo,Vec3 velocity, Vec3 normal, double length)
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{
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auto force = -m_fStiffness * (length - spring.initialLength) * normal;
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auto acc = calculateAcceleration(force, m_fMass);
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auto pos = position + timestep * velocity;
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auto vel = oldVelo + timestep * acc;
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return std::tuple<Vec3, Vec3>(pos, vel);
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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 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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// Actual Calculation
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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 = calculateVelocityTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, m_fMass));
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auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, massPoint1->velocity);
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auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, m_fMass));
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auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, massPoint2->velocity);
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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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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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{
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auto mp1 = spring.mp1.lock();
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auto mp2 = spring.mp2.lock();
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printf("Masspoint 1:\nPosition: %s \nVelocity: %s\n\n", mp1->position.toString().c_str(), mp1->velocity.toString().c_str());
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printf("Masspoint 2:\nPosition: %s \nVelocity: %s\n", mp2->position.toString().c_str(), mp2->velocity.toString().c_str());
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}
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