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ParticleSimulator.cpp
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#include "ParticleSimulator.h"
#include "anim.h"
#include "animTcl.h"
#include <glm/gtc/type_ptr.hpp>
#include <glm/geometric.hpp>
#include <glm/gtx/scalar_multiplication.hpp>
ParticleSimulator::ParticleSimulator(const std::string& name) :
BaseSimulator(name)
{
} // ParticleSimulator
void ParticleSimulator::updateSpringForces()
{
//first clear all the forces the particles contain
for (auto& particle : particleSys->particles)
{
particle.force = glm::dvec3{ 0.0 };
}
// update spring force for all connected particles
for (auto& spring : springs)
{
// save particle A and particle B for clarity of the calculations
Particle particleA = particleSys->particles[spring.particleA];
Particle& particleB = particleSys->particles[spring.particleB];
// STIFFNESS for particle A
particleA.force = spring.ks
* (spring.restlength - glm::length(particleA.positionCur - particleB.positionCur))
* glm::normalize(particleA.positionCur - particleB.positionCur);
// DAMPING for particle A
particleA.force += -spring.kd
* glm::dot((particleA.velocity - particleB.velocity), glm::normalize(particleA.positionCur - particleB.positionCur))
* glm::normalize(particleA.positionCur - particleB.positionCur);
// STIFFNESS & DAMPING for particle B
particleB.force += -particleA.force;
particleSys->particles[spring.particleA].force += particleA.force;
}
}
//Integrators
void ParticleSimulator::integrateEuler(double dt)
{
// Update Spring forces
updateSpringForces();
//for each particle
for (auto& particle : particleSys->particles)
{
if (!particle.fixed)
{
// update acceleration based on force over mass
//add the remaining nescessary forces to each particle
particle.force += -kDrag * (particle.velocity) + glm::dvec3(0.0, particle.mass * gravity, 0.0);
// ground collision detection
// assuming that ground is zero -> P = (0, 0, 0)
if (particle.positionCur[1] <= 0)
{
glm::dvec3 groundNormal = { 0.0f,1.0f,0.0f };
// handle resolution
particle.force += -ksGround * (particle.positionCur[1]) * groundNormal - kdGround * particle.velocity[1] * groundNormal;
}
particle.acceleration = particle.force / particle.mass;
animTcl::OutputMessage("acceleration is %f\n", length(particle.acceleration));
//particle.acceleration = glm::dvec3(3, 3, 3);
// update new position based on old velocity * dt
particle.positionNew = particle.positionCur + dt * particle.velocity;
particle.velocity = particle.velocity + dt * particle.acceleration;
}
}
//update positions for particles
for (auto& particle : particleSys->particles)
{
if (!particle.fixed) {
particle.positionPrev = particle.positionCur;
particle.positionCur = particle.positionNew;
}
}
}
void ParticleSimulator::integrateSymplectic(double dt)
{
// Update Spring forces
updateSpringForces();
//for each particle
for (auto& particle : particleSys->particles)
{
if (!particle.fixed)
{
// update acceleration based on force over mass
//add the remaining nescessary forces to each particle
particle.force += -kDrag * (particle.velocity) + glm::dvec3(0.0, particle.mass * gravity, 0.0);
// ground collision detection
// assuming that ground is zero -> P = (0, 0, 0)
if (particle.positionCur.y <= 0)
{
glm::dvec3 groundNormal = { 0.0f,1.0f,0.0f };
// handle resolution
particle.force += -ksGround * (particle.positionCur.y) * groundNormal - kdGround * particle.velocity.y * groundNormal;
}
particle.acceleration = particle.force / particle.mass;
animTcl::OutputMessage("acceleration is %f\n", length(particle.acceleration));
// update new position based on new velocity * dt
particle.velocity = particle.velocity + dt * particle.acceleration;
particle.positionNew = particle.positionCur + dt * particle.velocity;
}
}
//update positions for particles
for (auto& particle : particleSys->particles)
{
if (!particle.fixed) {
particle.positionPrev = particle.positionCur;
particle.positionCur = particle.positionNew;
}
}
}
void ParticleSimulator::integrateVerlet(double dt)
{
// Update Spring forces
updateSpringForces();
//for each particle
for (auto& particle : particleSys->particles)
{
if (!particle.fixed)
{
// update acceleration based on force over mass
// add the remaining nescessary forces to each particle
particle.force += -kDrag * (particle.velocity) + glm::dvec3(0.0, particle.mass * gravity, 0.0);
// ground collision detection
// assuming that ground is zero -> P = (0, 0, 0)
if (particle.positionCur[1] <= 0)
{
glm::dvec3 groundNormal = { 0.0f,1.0f,0.0f };
// handle resolution
particle.force += -ksGround * (particle.positionCur[1]) * groundNormal - kdGround * particle.velocity[1] * groundNormal;
}
particle.acceleration = particle.force / particle.mass;
// update new position
particle.velocity = ((particle.positionNew - particle.positionPrev) / (2.0 * dt));
particle.positionNew = 2.0*particle.positionCur - particle.positionPrev + particle.acceleration * pow(dt,2.0);
//particle.positionNew = 2.0 * particle.positionNew - particle.positionCur + particle.acceleration * pow(dt, 2.0);
//particle.velocity = ((particle.positionNew - particle.positionPrev)/ (2.0*dt)) ;
}
}
//update positions for particles
for (auto& particle : particleSys->particles)
{
if (!particle.fixed) {
particle.positionPrev = particle.positionCur;
particle.positionCur = particle.positionNew;
}
}
}
int ParticleSimulator::command(int argc, myCONST_SPEC char** argv)
{
if (argc < 1)
{
animTcl::OutputMessage("system %s: wrong number of params.", m_name.c_str());
return TCL_ERROR;
}
else if (strcmp(argv[0], "link") == 0)
{ //simulator <sim_name> link <sys name> <Number of Springs>
int numSprings = atoi(argv[2]);
std::string sysName = argv[1];
// Retrieve the correct system & link it to the simulator
particleSys = dynamic_cast<ParticleSystem*>(GlobalResourceManager::use()->getSystem(sysName));
if (particleSys == NULL) {
animTcl::OutputMessage("System doesn't exist");
return TCL_ERROR;
}
/* reserve the right amount of memory for the vector of springs*/
springs.reserve(numSprings);
return TCL_OK;
}
else if (strcmp(argv[0], "spring") == 0)
{ //simulator <sim_name> spring <index1> <index2> <ks> <kd> <restlength>
if (argc == 6) {
Spring spring = Spring();
spring.particleA = atoi(argv[1]);
spring.particleB = atoi(argv[2]);
spring.ks = atof(argv[3]);
spring.kd = atof(argv[4]);
spring.restlength = atof(argv[5]);
// Account for if restlength is negative
if (spring.restlength < 0)
{
spring.restlength = glm::distance(particleSys->particles[spring.particleA].positionCur, particleSys->particles[spring.particleB].positionCur);
}
// add it to the array
springs.push_back(spring);
}
else {
animTcl::OutputMessage("wrong amount of arguments");
return TCL_ERROR;
}
}
else if (strcmp(argv[0], "fix") == 0)
{ // simulator <sim_name> fix <index>
if (argc == 2) {
particleSys->particles[atoi(argv[1])].fixed = true;
}
else {
animTcl::OutputMessage("wrong amount of arguments");
return TCL_ERROR;
}
}
else if (strcmp(argv[0], "integration")==0)
{ // simulator <sim_name> integration <euler|symplectic|verlet> <time step>
if (argc == 3) {
accuracyStep = atof(argv[2]);
if (strcmp(argv[1], "euler") == 0)
{
euler= true;
symplectic, verlet = false;
}
else if (strcmp(argv[1], "symplectic") == 0)
{
symplectic= true;
euler, verlet = false;
}
else if (strcmp(argv[1], "verlet") == 0)
{
verlet=true;
euler, symplectic = false;
// update the initial positionPrev for all particles
for (auto& particle : particleSys->particles)
{
particle.positionPrev = particle.positionCur - particle.velocity * accuracyStep;
}
}
}
else {
animTcl::OutputMessage("wrong amount of arguments");
return TCL_ERROR;
}
}
else if (strcmp(argv[0], "ground")==0)
{ // simulator <sim_name> ground <ks> <kd>
if (argc == 3)
{
ksGround = atof(argv[1]);
kdGround = atof(argv[2]);
}
else
{
animTcl::OutputMessage("wrong amount of arguments");
return TCL_ERROR;
}
}
else if (strcmp(argv[0], "gravity")==0)
{ //simulator <sim_name> gravity <g>
if (argc == 2)
{
gravity = atof(argv[1]);
}
else {
animTcl::OutputMessage("wrong amount of arguments");
return TCL_ERROR;
}
}
else if (strcmp(argv[0], "drag")==0)
{ //simulator <sim_name> drag <kdrag>
if (argc == 2)
{
kDrag = atof(argv[1]);
}
else {
animTcl::OutputMessage("wrong amount of arguments");
return TCL_ERROR;
}
}
glutPostRedisplay();
return TCL_OK;
}
int ParticleSimulator::step(double time)
{
// Keep track of the remaining difference between simulation time and dt.
static float remainder = SIMULATION_TIME_STEP;
while (remainder >= accuracyStep)
{
// update the system
if (euler)
{
integrateEuler(accuracyStep);
}
else if (symplectic)
{
integrateSymplectic(accuracyStep);
}
else if (verlet)
{
integrateVerlet(accuracyStep);
}
//update the remainder
remainder -= accuracyStep;
}
remainder += SIMULATION_TIME_STEP;
return 0;
} // ParticleSimulator::step
// To draw springs
void ParticleSimulator::display(GLenum mode)
{
glEnable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glBegin(GL_LINES);
for (const auto& spring: springs)
{
// Draw a line between two particles
glVertex3dv(glm::value_ptr(particleSys->particles[spring.particleA].positionCur));
glVertex3dv(glm::value_ptr(particleSys->particles[spring.particleB].positionCur));
}
glEnd();
glColor3f(0.3, 0.7, 0.1);
//Draw ground
glPushMatrix();
// tranlate
glTranslated(0, -0.1, 0);
//scale
glScaled(20, 0.1, 20);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPopAttrib();
}