Files
cpp-masssprings/src/mass_springs.cpp

119 lines
3.1 KiB
C++

#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;
}
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, 0.99);
position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position;
}
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::EulerUpdate(const float delta_time) -> void {
for (auto &mass : masses) {
mass.CalculateVelocity(delta_time);
mass.CalculatePosition(delta_time);
}
}
auto MassSpringSystem::VerletUpdate(const float delta_time) -> void {
for (auto &mass : masses) {
mass.VerletUpdate(delta_time);
}
}