implement numerically unstable mass spring system

This commit is contained in:
2026-02-16 00:21:29 +01:00
parent be7dcf8ae5
commit d1b115a7c3
12 changed files with 392 additions and 2629829 deletions

20
include/config.hpp Normal file
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#ifndef __CONFIG_HPP_
#define __CONFIG_HPP_
#include <raylib.h>
constexpr int WIDTH = 800;
constexpr int HEIGHT = 800;
constexpr float VERTEX_SIZE = 5.0;
constexpr Color VERTEX_COLOR = {27, 188, 104, 255};
constexpr Color EDGE_COLOR = {20, 133, 38, 255};
constexpr float SIM_SPEED = 2.0;
constexpr float CAMERA_DISTANCE = 2.2;
constexpr float DEFAULT_SPRING_CONSTANT = 1.5;
constexpr float DEFAULT_DAMPENING_CONSTANT = 0.1;
constexpr float DEFAULT_REST_LENGTH = 0.5;
#endif

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include/mass_springs.hpp Normal file
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#ifndef __MASS_SPRINGS_HPP_
#define __MASS_SPRINGS_HPP_
#include <cstddef>
#include <raylib.h>
#include <vector>
class Mass {
public:
float mass;
Vector3 position;
Vector3 velocity;
Vector3 force;
bool fixed;
public:
Mass(float mass, Vector3 position, bool fixed)
: mass(mass), position(position), fixed(fixed) {}
Mass(const Mass &copy)
: mass(copy.mass), position(copy.position), fixed(copy.fixed) {};
Mass &operator=(const Mass &copy) = delete;
Mass(Mass &&move)
: mass(move.mass), position(move.position), fixed(move.fixed) {};
Mass &operator=(Mass &&move) = delete;
~Mass() {}
public:
auto ClearForce() -> void;
auto CalculateVelocity(const float delta_time) -> void;
auto CalculatePosition(const float delta_time) -> void;
};
using MassList = std::vector<Mass>;
class Spring {
public:
Mass &massA;
Mass &massB;
int indexB;
float spring_constant;
float dampening_constant;
float rest_length;
public:
Spring(Mass &massA, Mass &massB, float spring_constant,
float dampening_constant, float rest_length)
: massA(massA), massB(massB), spring_constant(spring_constant),
dampening_constant(dampening_constant), rest_length(rest_length) {}
Spring(const Spring &copy)
: massA(copy.massA), massB(copy.massB),
spring_constant(copy.spring_constant),
dampening_constant(copy.dampening_constant),
rest_length(copy.rest_length) {};
Spring &operator=(const Spring &copy) = delete;
Spring(Spring &&move)
: massA(move.massA), massB(move.massB),
spring_constant(move.spring_constant),
dampening_constant(move.dampening_constant),
rest_length(move.rest_length) {}
Spring &operator=(Spring &&move) = delete;
~Spring() {}
public:
auto CalculateSpringForce() -> void;
};
using SpringList = std::vector<Spring>;
class MassSpringSystem {
public:
MassList masses;
SpringList springs;
public:
MassSpringSystem() {};
MassSpringSystem(const MassSpringSystem &copy) = delete;
MassSpringSystem &operator=(const MassSpringSystem &copy) = delete;
MassSpringSystem(MassSpringSystem &move) = delete;
MassSpringSystem &operator=(MassSpringSystem &&move) = delete;
~MassSpringSystem() {};
public:
auto AddMass(float mass, Vector3 position, bool fixed) -> void;
auto GetMass(const size_t index) -> Mass &;
auto AddSpring(int massA, int massB, float spring_constant,
float dampening_constant, float rest_length) -> void;
auto GetSpring(const size_t index) -> Spring &;
auto ClearForces() -> void;
auto CalculateSpringForces() -> void;
auto IntegrateVelocities(const float delta_time) -> void;
auto IntegratePositions(const float delta_time) -> void;
};
#endif

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include/renderer.hpp Normal file
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#ifndef __RENDERER_HPP_
#define __RENDERER_HPP_
#include <immintrin.h>
#include <raylib.h>
#include <raymath.h>
#include <vector>
#include "mass_springs.hpp"
using Edge2Set = std::vector<std::pair<Vector2, Vector2>>;
using Edge3Set = std::vector<std::pair<Vector3, Vector3>>;
class Renderer {
private:
int width;
int height;
RenderTexture2D render_target;
public:
Renderer(int width, int height) : width(width), height(height) {
render_target = LoadRenderTexture(width, height);
}
Renderer(const Renderer &copy) = delete;
Renderer &operator=(const Renderer &copy) = delete;
Renderer(Renderer &&move) = delete;
Renderer &operator=(Renderer &&move) = delete;
~Renderer() { UnloadRenderTexture(render_target); }
private:
auto Rotate(const Vector3 &a, const float cos_angle, const float sin_angle)
-> Vector3;
auto Translate(const Vector3 &a, const float distance) -> Vector3;
auto Project(const Vector3 &a) -> Vector2;
auto Map(const Vector2 &a) -> Vector2;
public:
auto Transform(Edge2Set &edges, const MassSpringSystem &mass_springs,
const float angle, const float distance) -> void;
auto Draw(const Edge2Set &edges) -> void;
};
#endif