-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathcontext.cpp
More file actions
204 lines (159 loc) · 5.99 KB
/
Copy pathcontext.cpp
File metadata and controls
204 lines (159 loc) · 5.99 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
#include "context.h"
Context::Context() {
this->collisions = false;
this->particles = std::vector<Particle>();
this->colliders = std::vector<std::variant<PlaneCollider,SphereCollider, BoxCollider>>();
this->staticConstraints = std::vector<StaticConstraint>();
this->dynamicConstraints = std::vector<DynamicConstraint>();
// Wall colliders
const PlaneCollider groundCollider = PlaneCollider(Vec2(0.0,0.0), Vec2(0.0,1.0));
const PlaneCollider leftWall = PlaneCollider(Vec2(0,0), Vec2(1,0));
const PlaneCollider rightWall = PlaneCollider(Vec2(15,0), Vec2(-1, 0));
this->colliders.push_back(groundCollider);
this->colliders.push_back(leftWall);
this->colliders.push_back(rightWall);
// Rectangular box
const BoxCollider box = BoxCollider(Vec2(7,3), Vec2(0,1), 2, 7);
this->colliders.push_back(box);
// Static sphere
const SphereCollider sphereCollider = SphereCollider(Vec2(2,3), 1.0, 1);
this->colliders.push_back(sphereCollider);
const SphereCollider healCollider = SphereCollider(Vec2(5,5), 1.0, 2);
this->colliders.push_back(healCollider);
}
void Context::addParticle(const Particle particle) {
this->particles.push_back(particle);
}
const int Context::getNbParticles() const {
return particles.size();
}
const std::vector<Particle>& Context::getParticles() const {
return particles;
}
const std::vector<std::variant<PlaneCollider, SphereCollider, BoxCollider>> Context::getColliders() const {
return colliders;
}
const bool Context::getCollisionsToggle() const {
return collisions;
}
void Context::updatePhysicalSystem(const float dt) {
applyExternalForce(dt);
applyFriction(dt);
updateExpectedPosition(dt);
addStaticContactConstraints();
addDynamicContactConstraints();
projectConstraints();
deleteContactConstraints();
destroyParticles();
updateVelocityAndPosition(dt);
}
void Context::destroyParticles() {
// In the vector particles, removes every particle that satisfies the condition
particles.erase(std::remove_if(particles.begin(),particles.end(), [](Particle part) { return part.checkNbCollisions(); }), particles.end());
}
void Context::reset() {
particles.clear();
}
void Context::changeCollisions() {
collisions = !(collisions);
}
void Context::applyExternalForce(const float dt) {
// Gravity
float m;
float g = 9.81;
for(int i=0; i<particles.size(); i++) {
m = particles[i].getMass();
const Vec2 Fg = Vec2(0,-m*g);
particles[i].setVelocity(particles[i].getVelocity() + Fg * (dt/m));
}
}
void Context::updateExpectedPosition(const float dt) {
for(int i=0; i<particles.size(); i++) {
particles[i].setExpPos(particles[i].getPos() + particles[i].getVelocity() * dt);
}
}
void Context::updateVelocityAndPosition(const float dt) {
for(int i=0; i<particles.size(); i++) {
particles[i].setVelocity((particles[i].getExpPos() - particles[i].getPos())*(1/dt));
particles[i].setPos(particles[i].getExpPos());
}
}
void Context::addStaticContactConstraints() {
for(int i=0; i<colliders.size(); i++) {
for(int j=0; j<particles.size(); j++) {
// variants and visitors as an alternative to inheritance
using colliderVariant = std::variant<PlaneCollider, SphereCollider, BoxCollider>;
const colliderVariant coll_var = colliders[i];
const auto sc = std::visit([j, this](auto arg)->std::optional<StaticConstraint>{return arg.checkContact(this->particles[j]);}, coll_var);
if (sc.has_value()){
const StaticConstraint sc_val = sc.value();
staticConstraints.push_back(sc_val);
if(collisions) {
const int role = std::visit([](auto arg)->int{return arg.getRole();}, coll_var);
switch(role) {
case 1:
particles[j].addCollision();
break;
case 2:
particles[j].removeCollision();
break;
}
}
}
}
}
}
void Context::addDynamicContactConstraints() {
for(int i=0; i<particles.size(); i++) {
for(int j=i+1; j<particles.size(); j++) {
const std::optional<DynamicConstraint> dc = checkDynamicContact(particles[i], particles[j]);
if(dc.has_value()) {
dynamicConstraints.push_back(dc.value());
if(collisions) {
// Increases counter of contacts
particles[i].addCollision();
particles[j].addCollision();
}
}
}
}
}
const std::optional<DynamicConstraint> Context::checkDynamicContact(Particle& part1, Particle& part2) {
const Vec2 p1 = part1.getExpPos();
const Vec2 p2 = part2.getExpPos();
const float r1 = part1.getRad();
const float r2 = part2.getRad();
const float d = (p1-p2).length();
if((r1+r2)-d>0) {
return DynamicConstraint {&part1, &part2};
}
else {
return {};
}
}
void Context::projectConstraints() {
// Static constraints
for (int i=0; i<staticConstraints.size(); i++){
staticConstraints[i].enforceStaticConstraint();
}
// Dynamic constraints
for(int i=0; i<dynamicConstraints.size(); i++) {
dynamicConstraints[i].enforceDynamicConstraint();
}
}
void Context::applyFriction(const float dt) {
// fluid friction
const float Cx = 0.5; // constant for a sphere
const float rho = 1.3;
for (int i=0; i<particles.size(); i++){
const Vec2 v = particles[i].getVelocity();
const float r = particles[i].getRad();
const float S = M_PI * r * r; // contact surface for a sphere = disc
const Vec2 F = -(1.0/2.0)*Cx*rho*S*v.length()*v;
particles[i].setVelocity(v + F * (dt/particles[i].getMass()));
}
}
void Context::deleteContactConstraints() {
staticConstraints.clear();
dynamicConstraints.clear();
}