336 lines
8.3 KiB
C++
336 lines
8.3 KiB
C++
#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(0.005);
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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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auto mp1 = sp.mp1.lock();
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auto mp2 = sp.mp2.lock();
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if (m_iIntegrator == EULER) {
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Euler(*mp1.get(), *mp2.get(), sp, timeStep);
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}
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else if (m_iIntegrator == MIDPOINT) {
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//TODO: Add Midpoint
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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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{
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MassPoint masspoint;
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masspoint.position = position;
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masspoint.velocity = Velocity;
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masspoint.isFixed = isFixed;
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masspoints.push_back(std::make_shared<MassPoint>(masspoint));
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return masspoints.size() - 1;
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}
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void MassSpringSystemSimulator::addSpring(int masspoint1, int masspoint2, float initialLength)
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{
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auto mp1 = masspoints.at(masspoint1);
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auto mp2 = masspoints.at(masspoint2);
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Spring spring;
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spring.mp1 = mp1;
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spring.mp2 = mp2;
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spring.initialLength = initialLength;
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springs.push_back(spring);
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}
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int MassSpringSystemSimulator::getNumberOfMassPoints()
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{
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return masspoints.size();
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}
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int MassSpringSystemSimulator::getNumberOfSprings()
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{
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return springs.size();
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}
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Vec3 MassSpringSystemSimulator::getPositionOfMassPoint(int index)
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{
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auto mp = masspoints.at(index);
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return mp->position;
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}
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Vec3 MassSpringSystemSimulator::getVelocityOfMassPoint(int index)
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{
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auto mp = masspoints.at(index);
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return mp->velocity;
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}
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void MassSpringSystemSimulator::applyExternalForce(Vec3 force)
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{
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}
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Vec3 MassSpringSystemSimulator::calcualtePositionTimestepEuler(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::calcualteVelocityTimestepEuler(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::Euler(MassPoint& masspoint1, MassPoint& masspoint2, Spring& spring, float timestep)
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{
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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 = calcualteVelocityTimestepEuler(masspoint1.velocity, timestep, calculateAcceleration(force, 10.));
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auto pos = calcualtePositionTimestepEuler(masspoint1.position, timestep, veloc);
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auto veloc2 = calcualteVelocityTimestepEuler(masspoint2.velocity, timestep, calculateAcceleration(foreP2, 10.));
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auto pos2 = calcualtePositionTimestepEuler(masspoint2.position, timestep, veloc2);
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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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