Files
game-physics/Simulations/MassSpringSystemSimulator.cpp
2023-10-31 00:37:29 +01:00

128 lines
2.6 KiB
C++

#include "MassSpringSystemSimulator.h"
MassSpringSystemSimulator::MassSpringSystemSimulator()
{
//Test only
//auto first = addMassPoint(Vec3(0, 0, 1), Vec3(0, 0, 0), true);
//auto second = addMassPoint(Vec3(0, 0, 0), Vec3(0, 0, 0), true);
//addSpring(first, second, 2.0);
}
const char* MassSpringSystemSimulator::getTestCasesStr()
{
return nullptr;
}
void MassSpringSystemSimulator::initUI(DrawingUtilitiesClass* DUC)
{
this->DUC = DUC;
}
void MassSpringSystemSimulator::reset()
{
}
void MassSpringSystemSimulator::drawFrame(ID3D11DeviceContext* pd3dImmediateContext)
{
for (size_t i = 0; i < springs.size(); i++) {
auto sp = springs.at(i);
if (!sp.isValid())
{
springs.erase(springs.begin() + i);
continue;
}
auto mp1 = sp.mp1.lock();
auto mp2 = sp.mp2.lock();
DUC->setUpLighting(Vec3(), 0.4 * Vec3(1, 1, 1), 100, 0.6 * Vec3(0.97, 0.86, 1));
DUC->drawSphere(mp1->position, Vec3(0.01));
DUC->drawSphere(mp2->position, Vec3(0.01));
DUC->beginLine();
DUC->drawLine(mp1->position, Vec3(1,0,0), mp2->position, Vec3(0,1,0));
DUC->endLine();
}
}
void MassSpringSystemSimulator::notifyCaseChanged(int testCase)
{
}
void MassSpringSystemSimulator::externalForcesCalculations(float timeElapsed)
{
}
void MassSpringSystemSimulator::simulateTimestep(float timeStep)
{
}
void MassSpringSystemSimulator::onClick(int x, int y)
{
}
void MassSpringSystemSimulator::onMouse(int x, int y)
{
}
void MassSpringSystemSimulator::setMass(float mass)
{
}
void MassSpringSystemSimulator::setStiffness(float stiffness)
{
}
void MassSpringSystemSimulator::setDampingFactor(float 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)
{
}