Files
cpp-masssprings/src/mass_springs.cpp

218 lines
6.0 KiB
C++

#include "mass_springs.hpp"
#include "config.hpp"
#include <format>
#include <raymath.h>
#include <unordered_map>
#include <vector>
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;
}
previous_position = position;
Vector3 temp;
temp = Vector3Scale(velocity, delta_time);
position = Vector3Add(position, temp);
}
auto Mass::VerletUpdate(const float delta_time) -> void {
if (fixed) {
return;
}
Vector3 acceleration = Vector3Scale(force, 1.0 / mass);
Vector3 temp_position = position;
Vector3 displacement = Vector3Subtract(position, previous_position);
Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
// Minimal dampening
displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position;
}
auto Spring::CalculateSpringForce() const -> 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,
const std::string &state) -> void {
if (!masses.contains(state)) {
masses.insert(std::make_pair(state, Mass(mass, position, fixed)));
}
}
auto MassSpringSystem::GetMass(const std::string &state) -> Mass & {
return masses.at(state);
}
auto MassSpringSystem::AddSpring(const std::string &massA,
const std::string &massB,
float spring_constant,
float dampening_constant, float rest_length)
-> void {
std::string states;
if (std::hash<std::string>{}(massA) < std::hash<std::string>{}(massB)) {
states = std::format("{}{}", massA, massB);
} else {
states = std::format("{}{}", massB, massA);
}
if (!springs.contains(states)) {
springs.insert(std::make_pair(
states, Spring(GetMass(massA), GetMass(massB), spring_constant,
dampening_constant, rest_length)));
}
}
auto MassSpringSystem::Clear() -> void {
masses.clear();
springs.clear();
}
auto MassSpringSystem::ClearForces() -> void {
for (auto &[state, mass] : masses) {
mass.ClearForce();
}
}
auto MassSpringSystem::CalculateSpringForces() -> void {
for (auto &[states, spring] : springs) {
spring.CalculateSpringForce();
}
}
auto MassSpringSystem::CalculateRepulsionForces() -> void {
const float INV_CELL = 1.0 / REPULSION_RANGE;
struct CellKey {
int x, y, z;
bool operator==(const CellKey &other) const {
return x == other.x && y == other.y && z == other.z;
}
};
struct CellHash {
size_t operator()(const CellKey &key) const {
return ((size_t)key.x * 73856093) ^ ((size_t)key.y * 19349663) ^
((size_t)key.z * 83492791);
}
};
// Accelerate with uniform grid
std::unordered_map<CellKey, std::vector<Mass *>, CellHash> grid;
grid.reserve(masses.size());
for (auto &[state, mass] : masses) {
CellKey key{
(int)std::floor(mass.position.x * INV_CELL),
(int)std::floor(mass.position.y * INV_CELL),
(int)std::floor(mass.position.z * INV_CELL),
};
grid[key].push_back(&mass);
}
for (auto &[state, mass] : masses) {
int cx = (int)std::floor(mass.position.x * INV_CELL);
int cy = (int)std::floor(mass.position.y * INV_CELL);
int cz = (int)std::floor(mass.position.z * INV_CELL);
// Check all 27 neighboring cells (including own)
for (int dx = -1; dx <= 1; ++dx) {
for (int dy = -1; dy <= 1; ++dy) {
for (int dz = -1; dz <= 1; ++dz) {
CellKey neighbor{cx + dx, cy + dy, cz + dz};
auto it = grid.find(neighbor);
if (it == grid.end()) {
continue;
}
for (Mass *m : it->second) {
if (m == &mass) {
continue; // skip self
}
Vector3 diff = Vector3Subtract(mass.position, m->position);
float len = Vector3Length(diff);
if (len == 0.0f || len >= REPULSION_RANGE) {
continue;
}
mass.force =
Vector3Add(mass.force, Vector3Scale(Vector3Normalize(diff),
REPULSION_FORCE));
}
}
}
}
}
// Old method
// for (auto &[state, mass] : masses) {
// for (auto &[s, m] : masses) {
// Vector3 dx = Vector3Subtract(mass.position, m.position);
//
// // This can be accelerated with a spatial data structure
// if (Vector3Length(dx) >= 3 * REST_LENGTH) {
// continue;
// }
//
// mass.force = Vector3Add(
// mass.force, Vector3Scale(Vector3Normalize(dx), REPULSION_FORCE));
// }
// }
}
auto MassSpringSystem::EulerUpdate(float delta_time) -> void {
for (auto &[state, mass] : masses) {
mass.CalculateVelocity(delta_time);
mass.CalculatePosition(delta_time);
}
}
auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
for (auto &[state, mass] : masses) {
mass.VerletUpdate(delta_time);
}
}