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

97
src/mass_springs.cpp Normal file
View File

@ -0,0 +1,97 @@
#include "mass_springs.hpp"
#include <cstddef>
#include <raymath.h>
auto Mass::ClearForce() -> void { force = Vector3Zero(); }
auto Mass::CalculateVelocity(const float delta_time) -> void {
if (fixed) {
return;
}
Vector3 acceleration;
Vector3 temp;
acceleration = Vector3Scale(force, 1.0 / mass);
temp = Vector3Scale(acceleration, delta_time);
velocity = Vector3Add(velocity, temp);
}
auto Mass::CalculatePosition(const float delta_time) -> void {
if (fixed) {
return;
}
Vector3 temp;
temp = Vector3Scale(velocity, delta_time);
position = Vector3Add(position, temp);
}
auto Spring::CalculateSpringForce() -> void {
Vector3 delta_position;
float current_length;
Vector3 delta_velocity;
Vector3 force_a;
Vector3 force_b;
delta_position = Vector3Subtract(massA.position, massB.position);
current_length = Vector3Length(delta_position);
delta_velocity = Vector3Subtract(massA.velocity, massB.velocity);
float hooke = spring_constant * (current_length - rest_length);
float dampening = dampening_constant *
Vector3DotProduct(delta_velocity, delta_position) /
current_length;
force_a = Vector3Scale(delta_position, -(hooke + dampening) / current_length);
force_b = Vector3Scale(force_a, -1.0);
massA.force = Vector3Add(massA.force, force_a);
massB.force = Vector3Add(massB.force, force_b);
}
auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed)
-> void {
masses.emplace_back(mass, position, fixed);
}
auto MassSpringSystem::GetMass(const size_t index) -> Mass & {
return masses[index];
}
auto MassSpringSystem::AddSpring(int massA, int massB, float spring_constant,
float dampening_constant, float rest_length)
-> void {
springs.emplace_back(masses[massA], masses[massB], spring_constant,
dampening_constant, rest_length);
}
auto MassSpringSystem::GetSpring(const size_t index) -> Spring & {
return springs[index];
}
auto MassSpringSystem::ClearForces() -> void {
for (auto &mass : masses) {
mass.ClearForce();
}
}
auto MassSpringSystem::CalculateSpringForces() -> void {
for (auto &spring : springs) {
spring.CalculateSpringForce();
}
}
auto MassSpringSystem::IntegrateVelocities(const float delta_time) -> void {
for (auto &mass : masses) {
mass.CalculateVelocity(delta_time);
}
}
auto MassSpringSystem::IntegratePositions(const float delta_time) -> void {
for (auto &mass : masses) {
mass.CalculatePosition(delta_time);
}
}