Compare commits

..

2 Commits

Author SHA1 Message Date
MuZiQiAM
03ebc33ec6 Merge branch 'master' of https://git.peroxy.dev/kookroach/game-physics 2023-11-08 15:14:20 +01:00
MuZiQiAM
3946a25f27 Demo 1 stuff 2023-11-08 15:14:17 +01:00
2 changed files with 152 additions and 59 deletions

View File

@@ -2,28 +2,51 @@
MassSpringSystemSimulator::MassSpringSystemSimulator() MassSpringSystemSimulator::MassSpringSystemSimulator()
{ {
m_iTestCase = 0;
m_fMass = 10;
m_fStiffness = 40;
int m_iIntegrater = 0;
//Test only //Test only
//auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true); auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
//auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true); auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
//addSpring(first, second, 2.0); addSpring(first, second, 2.0);
} }
const char* MassSpringSystemSimulator::getTestCasesStr() const char* MassSpringSystemSimulator::getTestCasesStr()
{ {
return nullptr; return "Demo1,Demo2,Demo3,Demo4";
} }
void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC) void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
{ {
this->DUC = DUC; this->DUC = DUC;
switch (m_iTestCase)
{
case 0:break;
case 1:
break;
case 2:
break;
default:break;
}
} }
void MassSpringSystemSimulator::reset() void MassSpringSystemSimulator::reset()
{ {
m_mouse.x = m_mouse.y = 0;
m_trackmouse.x = m_trackmouse.y = 0;
m_oldtrackmouse.x = m_oldtrackmouse.y = 0;
} }
void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext) void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext)
{ {
for (size_t i = 0; i < springs.size(); i++) { for (size_t i = 0; i < springs.size(); i++) {
auto sp = springs.at(i); auto sp = springs.at(i);
if (!sp.isValid()) if (!sp.isValid())
@@ -46,34 +69,103 @@ void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateCont
void MassSpringSystemSimulator::notifyCaseChanged(int testCase) void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
{ {
m_iTestCase = testCase;
switch (m_iTestCase)
{
case 0:
cout << "Demo1 !\n";
//simulateTimestep(1);
break;
case 1:
cout << "Demo2 \n";
//m_iNumSpheres = 100;
//m_fSphereSize = 0.05f;
break;
case 2:
cout << "Demo3 !\n";
break;
case 3:
cout << "Demo 4 !\n";
default:
//cout << "Demo4 !\n";
break;
}
} }
void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed) void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
{ {
Point2D mouseDiff;
mouseDiff.x = m_trackmouse.x - m_oldtrackmouse.x;
mouseDiff.y = m_trackmouse.y - m_oldtrackmouse.y;
if (mouseDiff.x != 0 || mouseDiff.y != 0)
{
Mat4 worldViewInv = Mat4(DUC->g_camera.GetWorldMatrix() * DUC->g_camera.GetViewMatrix());
worldViewInv = worldViewInv.inverse();
Vec3 inputView = Vec3((float)mouseDiff.x, (float)-mouseDiff.y, 0);
Vec3 inputWorld = worldViewInv.transformVectorNormal(inputView);
// find a proper scale!
float inputScale = 0.001f;
inputWorld = inputWorld * inputScale;
//m_vfMovableObjectPos = m_vfMovableObjectFinalPos + inputWorld;
} }
else {
//m_vfMovableObjectFinalPos = m_vfMovableObjectPos;
}
}
void MassSpringSystemSimulator::simulateTimestep(float timeStep) void MassSpringSystemSimulator::simulateTimestep(float timeStep)
{ {
//update current setup for each frame
switch (m_iTestCase) {
case 0:
//update the masspoint
cout << "Euler \n";
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;
}
} }
void MassSpringSystemSimulator::onClick(int x, int y) void MassSpringSystemSimulator::onClick(int x, int y)
{ {
m_trackmouse.x = x;
m_trackmouse.y = y;
} }
void MassSpringSystemSimulator::onMouse(int x, int y) void MassSpringSystemSimulator::onMouse(int x, int y)
{ {
m_oldtrackmouse.x = x;
m_oldtrackmouse.y = y;
m_trackmouse.x = x;
m_trackmouse.y = y;
} }
void MassSpringSystemSimulator::setMass(float mass) void MassSpringSystemSimulator::setMass(float mass)
{ {
m_fMass = mass;
} }
void MassSpringSystemSimulator::setStiffness(float stiffness) void MassSpringSystemSimulator::setStiffness(float stiffness)
{ {
m_fStiffness = stiffness;
} }
void MassSpringSystemSimulator::setDampingFactor(float damping) void MassSpringSystemSimulator::setDampingFactor(float damping)
{ {
m_fDamping = damping;
} }
int MassSpringSystemSimulator::addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed) int MassSpringSystemSimulator::addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed)
@@ -124,4 +216,5 @@ Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
void MassSpringSystemSimulator::applyExternalForce(Vec3 force) void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
{ {
} }