Compare commits
12 Commits
cmake
...
50d8f7561e
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0647bb8735 | ||
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| 047b913dfa |
@@ -224,12 +224,14 @@
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</FxCompile>
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</FxCompile>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="MassSpringSystemSimulator.cpp" />
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<ClCompile Include="TemplateSimulator.cpp" />
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<ClCompile Include="TemplateSimulator.cpp" />
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<ClCompile Include="util\FFmpeg.cpp" />
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<ClCompile Include="util\FFmpeg.cpp" />
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<ClCompile Include="util\util.cpp" />
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<ClCompile Include="util\util.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="DrawingUtilitiesClass.h" />
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<ClInclude Include="DrawingUtilitiesClass.h" />
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<ClInclude Include="MassPoint.h" />
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<ClInclude Include="MassSpringSystemSimulator.h" />
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<ClInclude Include="MassSpringSystemSimulator.h" />
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<ClInclude Include="Simulator.h" />
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<ClInclude Include="Simulator.h" />
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<ClInclude Include="TemplateSimulator.h" />
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<ClInclude Include="TemplateSimulator.h" />
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28
Simulations/Demo_2022.vcxproj.filters
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28
Simulations/Demo_2022.vcxproj.filters
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@@ -0,0 +1,28 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<FxCompile Include="effect.fx" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="MassSpringSystemSimulator.cpp" />
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<ClCompile Include="TemplateSimulator.cpp" />
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<ClCompile Include="util\FFmpeg.cpp" />
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<ClCompile Include="util\util.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="DrawingUtilitiesClass.h" />
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<ClInclude Include="MassSpringSystemSimulator.h" />
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<ClInclude Include="Simulator.h" />
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<ClInclude Include="TemplateSimulator.h" />
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<ClInclude Include="util\FFmpeg.h" />
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<ClInclude Include="util\matrixbase.h" />
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<ClInclude Include="util\quaternion.h" />
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<ClInclude Include="util\timer.h" />
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<ClInclude Include="util\util.h" />
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<ClInclude Include="util\vectorbase.h" />
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<ClInclude Include="MassPoint.h" />
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</ItemGroup>
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<ItemGroup>
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<Text Include="..\readme.txt" />
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</ItemGroup>
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</Project>
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8
Simulations/MassPoint.h
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8
Simulations/MassPoint.h
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@@ -0,0 +1,8 @@
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#pragma once
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#include "util/vectorbase.h"
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struct MassPoint {
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GamePhysics::Vec3 position;
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GamePhysics::Vec3 velocity;
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bool isFixed;
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};
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392
Simulations/MassSpringSystemSimulator.cpp
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392
Simulations/MassSpringSystemSimulator.cpp
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@@ -0,0 +1,392 @@
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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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m_iTestCase = 0;
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m_fMass = 10;
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m_fStiffness = 40;
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m_iIntegrator = EULER;
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}
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const char* MassSpringSystemSimulator::getTestCasesStr()
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{
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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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{
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springs.erase(springs.begin() + i);
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continue;
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}
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auto mp1 = sp.mp1.lock();
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auto mp2 = sp.mp2.lock();
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DUC->setUpLighting(Vec3(), 0.4 * Vec3(1, 1, 1), 100, 0.6 * Vec3(0.97, 0.86, 1));
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DUC->drawSphere(mp1->position, Vec3(0.01));
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DUC->drawSphere(mp2->position, Vec3(0.01));
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DUC->beginLine();
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DUC->drawLine(mp1->position, Vec3(1,0,0), mp2->position, Vec3(0,1,0));
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DUC->endLine();
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}
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}
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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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||||||
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break;
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||||||
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}
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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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||||||
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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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||||||
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simulateTimestep(0.005);
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||||||
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printSpring(springs.at(0));
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||||||
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break;
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||||||
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}
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case 3: {
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cout << "Demo 4 !\n";
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||||||
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break;
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||||||
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}
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default:
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||||||
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break;
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||||||
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}
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||||||
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}
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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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||||||
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mouseDiff.y = m_trackmouse.y - m_oldtrackmouse.y;
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||||||
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if (mouseDiff.x != 0 || mouseDiff.y != 0)
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||||||
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{
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||||||
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Mat4 worldViewInv = Mat4(DUC->g_camera.GetWorldMatrix() * DUC->g_camera.GetViewMatrix());
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||||||
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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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||||||
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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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||||||
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||||||
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}
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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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||||||
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//update current setup for each frame
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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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||||||
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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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}
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||||||
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||||||
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if (m_iIntegrator == EULER) {
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||||||
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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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}
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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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}
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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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}
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||||||
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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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m_fMass = mass;
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||||||
|
}
|
||||||
|
|
||||||
|
void MassSpringSystemSimulator::setStiffness(float stiffness)
|
||||||
|
{
|
||||||
|
m_fStiffness = stiffness;
|
||||||
|
}
|
||||||
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|
||||||
|
void MassSpringSystemSimulator::setDampingFactor(float damping)
|
||||||
|
{
|
||||||
|
m_fDamping = damping;
|
||||||
|
}
|
||||||
|
|
||||||
|
int MassSpringSystemSimulator::addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed)
|
||||||
|
{
|
||||||
|
MassPoint masspoint;
|
||||||
|
masspoint.position = position;
|
||||||
|
masspoint.velocity = Velocity;
|
||||||
|
masspoint.isFixed = isFixed;
|
||||||
|
masspoints.push_back(std::make_shared<MassPoint>(masspoint));
|
||||||
|
|
||||||
|
return masspoints.size() - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MassSpringSystemSimulator::addSpring(int masspoint1, int masspoint2, float initialLength)
|
||||||
|
{
|
||||||
|
auto mp1 = masspoints.at(masspoint1);
|
||||||
|
auto mp2 = masspoints.at(masspoint2);
|
||||||
|
|
||||||
|
Spring spring;
|
||||||
|
spring.mp1 = mp1;
|
||||||
|
spring.mp2 = mp2;
|
||||||
|
spring.initialLength = initialLength;
|
||||||
|
|
||||||
|
springs.push_back(spring);
|
||||||
|
}
|
||||||
|
|
||||||
|
int MassSpringSystemSimulator::getNumberOfMassPoints()
|
||||||
|
{
|
||||||
|
return masspoints.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
int MassSpringSystemSimulator::getNumberOfSprings()
|
||||||
|
{
|
||||||
|
return springs.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec3 MassSpringSystemSimulator::getPositionOfMassPoint(int index)
|
||||||
|
{
|
||||||
|
auto mp = masspoints.at(index);
|
||||||
|
return mp->position;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
|
||||||
|
{
|
||||||
|
auto mp = masspoints.at(index);
|
||||||
|
return mp->velocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
|
||||||
|
{
|
||||||
|
//eine Vorstellung: for all Masspoints, update force
|
||||||
|
}
|
||||||
|
|
||||||
|
int MassSpringSystemSimulator::LengthCalculator(Vec3 position1, Vec3 position2) {
|
||||||
|
|
||||||
|
Vec3 PosVector = position1 - position2;
|
||||||
|
//wurzel aus Vektor
|
||||||
|
int length = sqrt(pow(PosVector.x, 2) + pow(PosVector.y, 2) + pow(PosVector.z, 2));
|
||||||
|
|
||||||
|
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();
|
||||||
|
|
||||||
|
//old 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
|
||||||
|
int d = LengthCalculator(mp, mp2);
|
||||||
|
//normalize
|
||||||
|
Vec3 PosNorm1 = PosVector / d;
|
||||||
|
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
|
||||||
|
//Pos of Midstep
|
||||||
|
Vec3 PosOfMidstep = mp + 0.5 * timestep * mOld_v;
|
||||||
|
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 NewVel2 = m2Old_v + timestep * oldAcc2;
|
||||||
|
//cout << NewPos;
|
||||||
|
//cout << NewVel;
|
||||||
|
massPoint1->position = NewPos;
|
||||||
|
massPoint1->velocity = NewVel;
|
||||||
|
massPoint2->position = NewPos2;
|
||||||
|
massPoint2->velocity = NewVel2;
|
||||||
|
}
|
||||||
|
|
||||||
|
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 = calculatePositionTimestepEuler(massPoint1->velocity, timestep, calculateAcceleration(force, 10.));
|
||||||
|
auto pos = calculatePositionTimestepEuler(massPoint1->position, timestep, veloc);
|
||||||
|
|
||||||
|
auto veloc2 = calculateVelocityTimestepEuler(massPoint2->velocity, timestep, calculateAcceleration(foreP2, 10.));
|
||||||
|
auto pos2 = calculatePositionTimestepEuler(massPoint2->position, timestep, veloc2);
|
||||||
|
|
||||||
|
// 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());
|
||||||
|
}
|
||||||
@@ -1,58 +1,74 @@
|
|||||||
#ifndef MASSSPRINGSYSTEMSIMULATOR_h
|
#ifndef MASSSPRINGSYSTEMSIMULATOR_h
|
||||||
#define MASSSPRINGSYSTEMSIMULATOR_h
|
#define MASSSPRINGSYSTEMSIMULATOR_h
|
||||||
#include "Simulator.h"
|
#include "Simulator.h"
|
||||||
|
#include "MassPoint.h"
|
||||||
// Do Not Change
|
#include "Spring.h"
|
||||||
#define EULER 0
|
|
||||||
#define LEAPFROG 1
|
// Do Not Change
|
||||||
#define MIDPOINT 2
|
#define EULER 0
|
||||||
// Do Not Change
|
#define LEAPFROG 1
|
||||||
|
#define MIDPOINT 2
|
||||||
|
// Do Not Change
|
||||||
class MassSpringSystemSimulator:public Simulator{
|
|
||||||
public:
|
|
||||||
// Construtors
|
class MassSpringSystemSimulator:public Simulator{
|
||||||
MassSpringSystemSimulator();
|
public:
|
||||||
|
// Construtors
|
||||||
// UI Functions
|
MassSpringSystemSimulator();
|
||||||
const char * getTestCasesStr();
|
|
||||||
void initUI(DrawingUtilitiesClass * DUC);
|
// UI Functions
|
||||||
void reset();
|
const char * getTestCasesStr();
|
||||||
void drawFrame(ID3D11DeviceContext* pd3dImmediateContext);
|
void initUI(DrawingUtilitiesClass * DUC);
|
||||||
void notifyCaseChanged(int testCase);
|
void reset();
|
||||||
void externalForcesCalculations(float timeElapsed);
|
void drawFrame(ID3D11DeviceContext* pd3dImmediateContext);
|
||||||
void simulateTimestep(float timeStep);
|
void notifyCaseChanged(int testCase);
|
||||||
void onClick(int x, int y);
|
void externalForcesCalculations(float timeElapsed);
|
||||||
void onMouse(int x, int y);
|
void simulateTimestep(float timeStep);
|
||||||
|
void onClick(int x, int y);
|
||||||
// Specific Functions
|
void onMouse(int x, int y);
|
||||||
void setMass(float mass);
|
|
||||||
void setStiffness(float stiffness);
|
// Specific Functions
|
||||||
void setDampingFactor(float damping);
|
void setMass(float mass);
|
||||||
int addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed);
|
void setStiffness(float stiffness);
|
||||||
void addSpring(int masspoint1, int masspoint2, float initialLength);
|
void setDampingFactor(float damping);
|
||||||
int getNumberOfMassPoints();
|
int addMassPoint(Vec3 position, Vec3 Velocity, bool isFixed);
|
||||||
int getNumberOfSprings();
|
void addSpring(int masspoint1, int masspoint2, float initialLength);
|
||||||
Vec3 getPositionOfMassPoint(int index);
|
int getNumberOfMassPoints();
|
||||||
Vec3 getVelocityOfMassPoint(int index);
|
int getNumberOfSprings();
|
||||||
|
Vec3 getPositionOfMassPoint(int index);
|
||||||
|
Vec3 getVelocityOfMassPoint(int index);
|
||||||
void applyExternalForce(Vec3 force);
|
void applyExternalForce(Vec3 force);
|
||||||
|
|
||||||
|
void Midpoint(Spring& spring, float timestep);
|
||||||
|
int LengthCalculator(Vec3 position1, Vec3 position2);
|
||||||
|
|
||||||
|
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// Data Attributes
|
// Data Attributes
|
||||||
float m_fMass;
|
float m_fMass;
|
||||||
float m_fStiffness;
|
float m_fStiffness;
|
||||||
float m_fDamping;
|
float m_fDamping;
|
||||||
int m_iIntegrator;
|
int m_iIntegrator;
|
||||||
|
|
||||||
// UI Attributes
|
// UI Attributes
|
||||||
Vec3 m_externalForce;
|
Vec3 m_externalForce;
|
||||||
Point2D m_mouse;
|
Point2D m_mouse;
|
||||||
Point2D m_trackmouse;
|
Point2D m_trackmouse;
|
||||||
Point2D m_oldtrackmouse;
|
Point2D m_oldtrackmouse;
|
||||||
};
|
|
||||||
|
//Mass points and springs
|
||||||
|
std::vector<std::shared_ptr<MassPoint>> masspoints;
|
||||||
|
std::vector<Spring> springs;
|
||||||
|
};
|
||||||
#endif
|
#endif
|
||||||
0
Simulations/Spring.cpp
Normal file
0
Simulations/Spring.cpp
Normal file
11
Simulations/Spring.h
Normal file
11
Simulations/Spring.h
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
struct Spring
|
||||||
|
{
|
||||||
|
std::weak_ptr<MassPoint> mp1;
|
||||||
|
std::weak_ptr<MassPoint> mp2;
|
||||||
|
float initialLength;
|
||||||
|
|
||||||
|
bool isValid() { return !mp1.expired() && !mp2.expired(); }
|
||||||
|
};
|
||||||
|
|
||||||
@@ -20,8 +20,8 @@ using namespace GamePhysics;
|
|||||||
|
|
||||||
//#define ADAPTIVESTEP
|
//#define ADAPTIVESTEP
|
||||||
|
|
||||||
#define TEMPLATE_DEMO
|
//#define TEMPLATE_DEMO
|
||||||
//#define MASS_SPRING_SYSTEM
|
#define MASS_SPRING_SYSTEM
|
||||||
//#define RIGID_BODY_SYSTEM
|
//#define RIGID_BODY_SYSTEM
|
||||||
//#define SPH_SYSTEM
|
//#define SPH_SYSTEM
|
||||||
|
|
||||||
@@ -53,9 +53,14 @@ bool firstTime = true;
|
|||||||
FFmpeg* g_pFFmpegVideoRecorder = nullptr;
|
FFmpeg* g_pFFmpegVideoRecorder = nullptr;
|
||||||
|
|
||||||
|
|
||||||
|
// Input Stuff
|
||||||
|
float lastX;
|
||||||
|
float lastY;
|
||||||
|
|
||||||
|
|
||||||
void initTweakBar(){
|
void initTweakBar(){
|
||||||
g_pDUC->g_pTweakBar = TwNewBar("TweakBar");
|
g_pDUC->g_pTweakBar = TwNewBar("TweakBar");
|
||||||
TwDefine(" TweakBar color='0 128 128' alpha=128 ");
|
TwDefine(" TweakBar color='128 128 128' alpha=128 ");
|
||||||
TwType TW_TYPE_TESTCASE = TwDefineEnumFromString("Test Scene", g_pSimulator->getTestCasesStr());
|
TwType TW_TYPE_TESTCASE = TwDefineEnumFromString("Test Scene", g_pSimulator->getTestCasesStr());
|
||||||
TwAddVarRW(g_pDUC->g_pTweakBar, "Test Scene", TW_TYPE_TESTCASE, &g_iTestCase, "");
|
TwAddVarRW(g_pDUC->g_pTweakBar, "Test Scene", TW_TYPE_TESTCASE, &g_iTestCase, "");
|
||||||
// HINT: For buttons you can directly pass the callback function as a lambda expression.
|
// HINT: For buttons you can directly pass the callback function as a lambda expression.
|
||||||
@@ -202,10 +207,23 @@ void CALLBACK OnMouse( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddle
|
|||||||
if (bLeftButtonDown)
|
if (bLeftButtonDown)
|
||||||
{
|
{
|
||||||
g_pSimulator->onClick(xPos,yPos);
|
g_pSimulator->onClick(xPos,yPos);
|
||||||
|
|
||||||
|
int x = xPos;
|
||||||
|
int y = yPos;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
g_pSimulator->onMouse(xPos, yPos);
|
g_pSimulator->onMouse(xPos, yPos);
|
||||||
|
|
||||||
|
float deltaX = lastX - xPos;
|
||||||
|
float deltaY = lastY - yPos;
|
||||||
|
|
||||||
|
lastX = xPos;
|
||||||
|
lastY = yPos;
|
||||||
|
|
||||||
|
/*printf("X Delta: %f \n", deltaX);
|
||||||
|
printf("Y Delta: %f \n", deltaY);*/
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -172,9 +172,6 @@
|
|||||||
<ProjectReference Include="..\DirectXTK\DirectXTK_Desktop_2022.vcxproj">
|
<ProjectReference Include="..\DirectXTK\DirectXTK_Desktop_2022.vcxproj">
|
||||||
<Project>{e0b52ae7-e160-4d32-bf3f-910b785e5a8e}</Project>
|
<Project>{e0b52ae7-e160-4d32-bf3f-910b785e5a8e}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
<ProjectReference Include="..\DirectXTK\MakeSpriteFont\MakeSpriteFont.csproj">
|
|
||||||
<Project>{7329b02d-c504-482a-a156-181d48ce493c}</Project>
|
|
||||||
</ProjectReference>
|
|
||||||
<ProjectReference Include="..\DXUT11\Core\DXUT_DirectXTK_2022.vcxproj">
|
<ProjectReference Include="..\DXUT11\Core\DXUT_DirectXTK_2022.vcxproj">
|
||||||
<Project>{85344b7f-5aa0-4e12-a065-d1333d11f6ca}</Project>
|
<Project>{85344b7f-5aa0-4e12-a065-d1333d11f6ca}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
|
|||||||
@@ -13,8 +13,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUT", "DXUT11\Core\DXUT_Di
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "DXUT11\Optional\DXUTOpt_DirectXTK_2022.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DXUTOpt", "DXUT11\Optional\DXUTOpt_DirectXTK_2022.vcxproj", "{61B333C2-C4F7-4CC1-A9BF-83F6D95588EB}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MakeSpriteFont22", "DirectXTK\MakeSpriteFont\MakeSpriteFont22.csproj", "{7329B02D-C504-482A-A156-181D48CE493C}"
|
|
||||||
EndProject
|
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AntTweakBar", "AntTweakBar\src\AntTweakBar_2022.vcxproj", "{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AntTweakBar", "AntTweakBar\src\AntTweakBar_2022.vcxproj", "{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2022", "DirectXTK\DirectXTK_Desktop_2022.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DirectXTK_Desktop_2022", "DirectXTK\DirectXTK_Desktop_2022.vcxproj", "{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}"
|
||||||
@@ -29,6 +27,22 @@ Global
|
|||||||
Release|x64 = Release|x64
|
Release|x64 = Release|x64
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|Win32.Build.0 = Release|Win32
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|x64.Build.0 = Release|x64
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|Win32.Build.0 = Release|Win32
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|x64.Build.0 = Release|x64
|
||||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|Win32.ActiveCfg = Debug|Win32
|
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|Win32.Build.0 = Debug|Win32
|
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|x64.ActiveCfg = Debug|x64
|
{DF460EAB-570D-4B50-9089-2E2FC801BF38}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
@@ -61,22 +75,6 @@ Global
|
|||||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|Win32.Build.0 = Release|Win32
|
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|Win32.Build.0 = Release|Win32
|
||||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|x64.ActiveCfg = Release|x64
|
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|x64.ActiveCfg = Release|x64
|
||||||
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|x64.Build.0 = Release|x64
|
{B99E1FA1-C30A-45F2-9D57-9E9C21B2DF42}.Release|x64.Build.0 = Release|x64
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|Win32.ActiveCfg = Debug|Win32
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|Win32.Build.0 = Debug|Win32
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|x64.ActiveCfg = Debug|x64
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Debug|x64.Build.0 = Debug|x64
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|Win32.ActiveCfg = Release|Win32
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|Win32.Build.0 = Release|Win32
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|x64.ActiveCfg = Release|x64
|
|
||||||
{3CABED2C-12F1-4408-AAAE-E2185A426F35}.Release|x64.Build.0 = Release|x64
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|Win32.ActiveCfg = Debug|Win32
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|Win32.Build.0 = Debug|Win32
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|x64.ActiveCfg = Debug|x64
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Debug|x64.Build.0 = Debug|x64
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|Win32.ActiveCfg = Release|Win32
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|Win32.Build.0 = Release|Win32
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|x64.ActiveCfg = Release|x64
|
|
||||||
{0B7BAA5B-0753-4015-A8F3-8FA540FC8660}.Release|x64.Build.0 = Release|x64
|
|
||||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
|
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
|
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.ActiveCfg = Debug|x64
|
{E0B52AE7-E160-4D32-BF3F-910B785E5A8E}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
|||||||
Reference in New Issue
Block a user