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226 lines
8.0 KiB
226 lines
8.0 KiB
// David Eberly, Geometric Tools, Redmond WA 98052
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// Copyright (c) 1998-2021
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// Distributed under the Boost Software License, Version 1.0.
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// https://www.boost.org/LICENSE_1_0.txt
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// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
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// Version: 4.0.2019.08.13
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#pragma once
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#include <Mathematics/ParticleSystem.h>
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namespace gte
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{
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template <int N, typename Real>
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class MassSpringSurface : public ParticleSystem<N, Real>
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{
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public:
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// Construction and destruction. This class represents an RxC array
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// of masses lying on a surface and connected by an array of springs.
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// The masses are indexed by mass[r][c] for 0 <= r < R and 0 <= c < C.
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// The mass at interior position X[r][c] is connected by springs to
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// the masses at positions X[r-1][c], X[r+1][c], X[r][c-1], and
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// X[r][c+1]. Boundary masses have springs connecting them to the
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// obvious neighbors ("edge" mass has 3 neighbors, "corner" mass has
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// 2 neighbors). The masses are arranged in row-major order:
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// position[c+C*r] = X[r][c] for 0 <= r < R and 0 <= c < C. The
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// other arrays are stored similarly.
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virtual ~MassSpringSurface() = default;
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MassSpringSurface(int numRows, int numCols, Real step)
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:
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ParticleSystem<N, Real>(numRows* numCols, step),
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mNumRows(numRows),
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mNumCols(numCols),
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mConstantR(numRows* numCols),
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mLengthR(numRows* numCols),
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mConstantC(numRows* numCols),
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mLengthC(numRows* numCols)
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{
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std::fill(mConstantR.begin(), mConstantR.end(), (Real)0);
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std::fill(mLengthR.begin(), mLengthR.end(), (Real)0);
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std::fill(mConstantC.begin(), mConstantC.end(), (Real)0);
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std::fill(mLengthC.begin(), mLengthC.end(), (Real)0);
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}
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// Member access.
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inline int GetNumRows() const
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{
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return mNumRows;
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}
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inline int GetNumCols() const
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{
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return mNumCols;
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}
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inline void SetMass(int r, int c, Real mass)
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{
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ParticleSystem<N, Real>::SetMass(GetIndex(r, c), mass);
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}
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inline void SetPosition(int r, int c, Vector<N, Real> const& position)
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{
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ParticleSystem<N, Real>::SetPosition(GetIndex(r, c), position);
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}
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inline void SetVelocity(int r, int c, Vector<N, Real> const& velocity)
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{
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ParticleSystem<N, Real>::SetVelocity(GetIndex(r, c), velocity);
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}
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inline Real const& GetMass(int r, int c) const
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{
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return ParticleSystem<N, Real>::GetMass(GetIndex(r, c));
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}
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inline Vector<N, Real> const& GetPosition(int r, int c) const
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{
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return ParticleSystem<N, Real>::GetPosition(GetIndex(r, c));
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}
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inline Vector<N, Real> const& GetVelocity(int r, int c) const
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{
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return ParticleSystem<N, Real>::GetVelocity(GetIndex(r, c));
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}
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// The interior mass at (r,c) has springs to the left, right, bottom,
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// and top. Edge masses have only three neighbors and corner masses
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// have only two neighbors. The mass at (r,c) provides access to the
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// springs connecting to locations (r,c+1) and (r+1,c). Edge and
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// corner masses provide access to only a subset of these. The caller
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// is responsible for ensuring the validity of the (r,c) inputs.
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// to (r+1,c)
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inline void SetConstantR(int r, int c, Real constant)
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{
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mConstantR[GetIndex(r, c)] = constant;
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}
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// to (r+1,c)
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inline void SetLengthR(int r, int c, Real length)
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{
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mLengthR[GetIndex(r, c)] = length;
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}
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// to (r,c+1)
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inline void SetConstantC(int r, int c, Real constant)
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{
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mConstantC[GetIndex(r, c)] = constant;
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}
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// to (r,c+1)
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inline void SetLengthC(int r, int c, Real length)
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{
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mLengthC[GetIndex(r, c)] = length;
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}
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inline Real const& GetConstantR(int r, int c) const
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{
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return mConstantR[GetIndex(r, c)];
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}
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inline Real const& GetLengthR(int r, int c) const
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{
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return mLengthR[GetIndex(r, c)];
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}
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inline Real const& GetConstantC(int r, int c) const
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{
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return mConstantC[GetIndex(r, c)];
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}
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inline Real const& GetLengthC(int r, int c) const
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{
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return mLengthC[GetIndex(r, c)];
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}
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// The default external force is zero. Derive a class from this one
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// to provide nonzero external forces such as gravity, wind, friction,
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// and so on. This function is called by Acceleration(...) to compute
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// the impulse F/m generated by the external force F.
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virtual Vector<N, Real> ExternalAcceleration(int, Real,
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std::vector<Vector<N, Real>> const&,
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std::vector<Vector<N, Real>> const&)
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{
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return Vector<N, Real>::Zero();
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}
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protected:
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// Callback for acceleration (ODE solver uses x" = F/m) applied to
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// particle i. The positions and velocities are not necessarily
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// mPosition and mVelocity, because the ODE solver evaluates the
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// impulse function at intermediate positions.
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virtual Vector<N, Real> Acceleration(int i, Real time,
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std::vector<Vector<N, Real>> const& position,
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std::vector<Vector<N, Real>> const& velocity)
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{
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// Compute spring forces on position X[i]. The positions are not
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// necessarily mPosition, because the RK4 solver in ParticleSystem
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// evaluates the acceleration function at intermediate positions.
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// The edge and corner points of the surface of masses must be
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// handled separately, because each has fewer than four springs
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// attached to it.
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Vector<N, Real> acceleration = ExternalAcceleration(i, time, position, velocity);
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Vector<N, Real> diff, force;
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Real ratio;
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int r, c, prev, next;
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GetCoordinates(i, r, c);
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if (r > 0)
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{
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prev = i - mNumCols; // index to previous row-neighbor
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diff = position[prev] - position[i];
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ratio = GetLengthR(r - 1, c) / Length(diff);
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force = GetConstantR(r - 1, c) * ((Real)1 - ratio) * diff;
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acceleration += this->mInvMass[i] * force;
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}
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if (r < mNumRows - 1)
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{
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next = i + mNumCols; // index to next row-neighbor
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diff = position[next] - position[i];
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ratio = GetLengthR(r, c) / Length(diff);
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force = GetConstantR(r, c) * ((Real)1 - ratio) * diff;
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acceleration += this->mInvMass[i] * force;
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}
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if (c > 0)
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{
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prev = i - 1; // index to previous col-neighbor
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diff = position[prev] - position[i];
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ratio = GetLengthC(r, c - 1) / Length(diff);
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force = GetConstantC(r, c - 1) * ((Real)1 - ratio) * diff;
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acceleration += this->mInvMass[i] * force;
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}
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if (c < mNumCols - 1)
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{
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next = i + 1; // index to next col-neighbor
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diff = position[next] - position[i];
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ratio = GetLengthC(r, c) / Length(diff);
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force = GetConstantC(r, c) * ((Real)1 - ratio) * diff;
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acceleration += this->mInvMass[i] * force;
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}
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return acceleration;
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}
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inline int GetIndex(int r, int c) const
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{
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return c + mNumCols * r;
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}
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void GetCoordinates(int i, int& r, int& c) const
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{
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c = i % mNumCols;
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r = i / mNumCols;
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}
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int mNumRows, mNumCols;
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std::vector<Real> mConstantR, mLengthR;
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std::vector<Real> mConstantC, mLengthC;
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};
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}
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