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Copy pathRigidBody.cpp
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201 lines (165 loc) · 4.18 KB
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#include "RigidBody.h"
using namespace glm;
RigidBody::RigidBody() {
m = 1;
x = v = w = P = L = vec3(0, 0, 0);
#ifdef USE_QUATERNIONS
q = quat(0, vec3(1, 0, 0));
#else
R = mat3(1, 0, 0, 0, 1, 0, 0, 0, 1);
#endif
I_inv = mat3(1, 0, 0, 0, 1, 0, 0, 0, 1);
}
RigidBody::~RigidBody() {
}
std::vector<float> RigidBody::getY() {
std::vector<float> state(STATES);
int k = 0;
state[k++] = x.x;
state[k++] = x.y;
state[k++] = x.z;
#ifdef USE_QUATERNIONS
state[k++] = q.x;
state[k++] = q.y;
state[k++] = q.z;
state[k++] = q.w;
#else
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
state[k++] = R[i][j];
}
}
#endif
state[k++] = P.x;
state[k++] = P.y;
state[k++] = P.z;
state[k++] = L.x;
state[k++] = L.y;
state[k++] = L.z;
return state;
}
void RigidBody::setY(const std::vector<float>& y) {
int k = 0;
x.x = y[k++];
x.y = y[k++];
x.z = y[k++];
#ifdef USE_QUATERNIONS
q.x = y[k++];
q.y = y[k++];
q.z = y[k++];
q.w = y[k++];
#else
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
R[i][j] = y[k++];
}
}
#endif
P.x = y[k++];
P.y = y[k++];
P.z = y[k++];
L.x = y[k++];
L.y = y[k++];
L.z = y[k++];
// momentum
v = P / m;
// update inertia matrix
#ifdef USE_QUATERNIONS
q = normalize(q);
mat3 R = mat3_cast(q);
I_inv = R * I_inv * transpose(R);
#else
// must ensure that |R| = 1
I_inv = R * I_inv * transpose(R);
#endif
// angular momentum
w = I_inv * L;
}
std::vector<float> RigidBody::dydt(float t, const std::vector<float>& y) {
// store initial state and override state
std::vector<float> y0 = getY();
setY(y);
std::vector<float> yDot(STATES);
int k = 0;
//yDot = u
yDot[k++] = v.x;
yDot[k++] = v.y;
yDot[k++] = v.z;
#ifdef USE_QUATERNIONS
//q_dot = 1 / 2 * w * q;
quat w_hat = quat(0, w);
quat q_dot = (w_hat * q) / 2.0f;
yDot[k++] = q_dot.x;
yDot[k++] = q_dot.y;
yDot[k++] = q_dot.z;
yDot[k++] = q_dot.w;
#else
mat3 w_hat = mat3(
0, -w.z, w.y,
w.z, 0, -w.x,
-w.y, w.x, 0);
mat3 R_dot = w_hat * R;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
yDot[k++] = R_dot[i][j];
}
}
#endif
auto forces = forcing(t, y);
//P_dot = f
yDot[k++] = forces[0];
yDot[k++] = forces[1];
yDot[k++] = forces[2];
//L_dot = tau
yDot[k++] = forces[3];
yDot[k++] = forces[4];
yDot[k++] = forces[5];
// restore initial state
setY(y0);
return yDot;
}
float RigidBody::calcKinecticEnergy() {
return 0.5f * m * dot(v, v) + 0.5f * dot(w, glm::inverse(I_inv) * w);
}
std::vector<float> RigidBody::euler(float t, float h, const std::vector<float>& y0) {
std::vector<float> y1(STATES);
std::vector<float> dydt0 = dydt(t, y0);
for (int i = 0; i < STATES; i++) {
y1[i] = y0[i] + h * dydt0[i];
}
return y1;
}
std::vector<float> RigidBody::rungeKuta4th(float t, float h, const std::vector<float>& y0) {
// dydt0 = dydt(x0)
std::vector<float> dydt0 = dydt(t, y0);
// y1 = y0 + h * dydt0 / 2
std::vector<float> y1(STATES);
for (int i = 0; i < STATES; i++) {
y1[i] = y0[i] + h * dydt0[i] / 2.0f;
}
std::vector<float> dydt1 = dydt(t + h / 2.0f, y1);
// y2 = y0 + h * dydt1 / 2
std::vector<float> y2(STATES);
for (int i = 0; i < STATES; i++) {
y2[i] = y0[i] + h * dydt1[i] / 2.0f;
}
std::vector<float> dydt2 = dydt(t + h / 2.0f, y2);
// y2 = y0 + h * dydt1 / 2
std::vector<float> y3(STATES);
for (int i = 0; i < STATES; i++) {
y3[i] = y0[i] + h * dydt2[i];
}
std::vector<float> dydt3 = dydt(t + h, y3);
// combine them to estimate the solution.
std::vector<float> y4(STATES);
for (int i = 0; i < STATES; i++) {
y4[i] = y0[i] + h * (dydt0[i] + 2.0f * dydt1[i]
+ 2.0f * dydt2[i] + dydt3[i]) / 6.0f;
}
return y4;
}
void RigidBody::advanceState(float t, float h) {
// Task 2e:
//setY(euler(t, h, getY()));
setY(rungeKuta4th(t, h, getY()));
}