Merge branch 'master' into bounce

This commit is contained in:
Théophile Bastian 2018-02-12 18:45:35 +01:00
commit df865a3b48
8 changed files with 215 additions and 34 deletions

View file

@ -2,25 +2,27 @@
#include <iostream>
#include <cmath>
Ball::Ball(const Point& _center, double _min_height, double _v_x,
Ball::Ball(const Point& _center, double _min_height, double _v_x, double _v_z,
double _p, double _q) :
Center(_center),
surface(_center, _p, _q),
init_h(_center.z),
surface(_center, min_height, _p, _q),
init_h(_center.y),
min_height(_min_height),
bounce_number(0.0),
crt_time(0),
A(_center.z),
A(_center.y),
B(0),
U(sqrt(2 * G_CTE * _center.z)),
T(sqrt(2.0 * _center.z / G_CTE)),
v_x(_v_x)
U(sqrt(2 * G_CTE * _center.y)),
T(sqrt(2.0 * _center.y / G_CTE)),
v_x(_v_x),
v_z(_v_z)
{
}
void Ball::_compute_pos(double dt) {
Center.z = fmax(0.0, A + B * crt_time - (G_CTE / 2) * crt_time * crt_time + min_height);
Center.y = fmax(0.0, A + B * crt_time - (G_CTE / 2) * crt_time * crt_time + min_height);
Center.x += dt * v_x;
Center.z += dt * v_z;
surface.update_center_pos(Center);
}
@ -40,19 +42,27 @@ void Ball::_compute_U_n() {
U *= 0.5;
}
void Ball::_compute_v_x() {
v_x *= 0.5;
void Ball::_compute_v_x(Point normal) {
double factor = normal.x / (4*(normal.x + normal.z));
v_x *= (0.5 + factor);
}
void Ball::_compute_v_z(Point normal) {
double factor = normal.x / (4*(normal.x + normal.z));
v_z *= (0.5 + factor);
}
void Ball::update_pos(double dt) {
crt_time += dt;
if (crt_time >= T) {
Point normal = surface.getNormalVector();
bounce_number += 1;
_compute_U_n();
_compute_A_n();
_compute_B_n();
_compute_T_n();
_compute_v_x();
_compute_v_x(normal);
_compute_v_z(normal);
std::cout << "New bounce :";
std::cout << "U:" << U << ":";
std::cout << "A:" << A << ":";
@ -67,7 +77,7 @@ std::ostream& operator<< (std::ostream &out, Ball const& data) {
out << "t:" << data.access_crt_time() << ":";
out << "T:" << data.accessT() << ":";
out << center.x << ':';
out << center.y << ':';
out << center.z << ':';
out << center.y << ':';
return out;
}

View file

@ -24,16 +24,17 @@ class Ball {
size_t bounce_number;
double crt_time;
double A, B, U, T; // Coefficients for the physical model.
double v_x;
double v_x, v_z;
void _compute_pos(double dt);
void _compute_v_x();
void _compute_v_x(Point normal);
void _compute_v_z(Point normal);
void _compute_A_n();
void _compute_B_n();
void _compute_U_n();
void _compute_T_n();
public:
Ball(const Point& _center, double _min_height, double _v_x,
double p, double q);
double _v_z, double p, double q);
void update_pos(double dt);
Point getCenter() const {return Center;}
double accessT() const { return T;}

View file

@ -11,6 +11,7 @@ OBJS=Implicit.o \
Mesh.o \
spheroid.o \
Ball.o \
PerlinNoise.o \
util/ObjParser.o \
MarchingCubes.o \
_gen/marching_cubes_data.o \

123
PerlinNoise.cpp Normal file
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@ -0,0 +1,123 @@
#include "PerlinNoise.hpp"
Point vector_product(Point u, Point v) {
Point u_v(0,0,0);
u_v.x = u.y* v.z - u.z * v.y;
u_v.y = u.z* v.x - u.x * v.z;
u_v.z = u.x* v.y - u.y * v.x;
return u_v;
}
PerlinNoise::PerlinNoise() : ImplicitSurface(Point(0,0,0)) {
// permutation vector (source : http://mrl.nyu.edu/~perlin/noise/)
p = {
151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
// Duplication of the permutation vector.
p.insert(p.end(), p.begin(), p.end());
}
PerlinNoise::PerlinNoise(unsigned int seed) : ImplicitSurface(Point(0,0,0)) {
p.resize(256);
// Fill p with values from 0 to 255
std::iota(p.begin(), p.end(), 0);
// Initialize a random engine with seed
std::default_random_engine engine(seed);
// Shuffle using the above random engine
std::shuffle(p.begin(), p.end(), engine);
// Duplicate the permutation vector
p.insert(p.end(), p.begin(), p.end());
}
double PerlinNoise::operator() (double x, double y, double z) const {
return z - noise(x, y, 0);
}
double PerlinNoise::noise(double _x, double _y, double _z) const {
int X = (int) floor(_x) & 255;
int Y = (int) floor(_y) & 255;
int Z = (int) floor(_z) & 255;
_x -= floor(_x);
_y -= floor(_y);
_z -= floor(_z);
double u = fade(_x);
double v = fade(_y);
double w = fade(_z);
int A = p[X] + Y;
int AA = p[A] + Z;
int AB = p[A + 1] + Z;
int B = p[X + 1] + Y;
int BA = p[B] + Z;
int BB = p[B + 1] + Z;
double res = lerp(
w,
lerp(
v,
lerp(u, grad(p[AA], _x, _y, _z), grad(p[BA], _x-1, _y, _z)),
lerp(u, grad(p[AB], _x, _y-1, _z), grad(p[BB], _x-1, _y-1, _z))
),
lerp(
v,
lerp(
u,
grad(p[AA+1], _x, _y, _z-1),
grad(p[BA+1], _x-1, _y, _z-1)
),
lerp(
u,
grad(p[AB+1], _x, _y-1, _z-1),
grad(p[BB+1], _x-1, _y-1, _z-1)
)
)
);
return (res + 1.0)/2.0;
}
double PerlinNoise::noise(double _x, double _y) const {
return noise(_x, _y, 0);
}
double PerlinNoise::fade(double t) const {
return t * t * t * (t * (t * 6 - 15) + 10);
}
double PerlinNoise::lerp(double t, double a, double b) const {
return a + t * (b-a);
}
double PerlinNoise::grad(int hash, double x, double y, double z) const {
int h = hash & 15;
// Convert lower 4 bits of hash into 12 gradient directions
double u = h < 8 ? x : y,
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
Point PerlinNoise::normal_vector(double x, double y) {
double n_x_y = noise(x, y, 0);
double n_dx_y = noise(x + 0.01, y, 0);
double n_x_dy = noise(x, y + 0.01, 0);
Point product = vector_product(
Point(0.01, 0, n_dx_y - n_x_y),
Point(0, 0.01, (n_x_dy - n_x_y))
);
return product;
}

23
PerlinNoise.hpp Normal file
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@ -0,0 +1,23 @@
/**
* Perlin Noise implementation for the ground (header file)
**/
#include "Implicit.hpp"
#include <cmath>
#include <random>
#include <vector>
#include <algorithm>
class PerlinNoise : public ImplicitSurface {
std::vector<int> p;
public:
PerlinNoise();
PerlinNoise(unsigned int seed);
double operator() (double _x, double _y, double _z) const;
double noise(double x, double y) const;
Point normal_vector(double x, double y);
private:
double noise(double x, double y, double z) const;
double fade(double t) const;
double lerp(double t, double a, double b) const;
double grad(int hash, double x, double y, double z) const;
};

View file

@ -10,8 +10,8 @@ using namespace std;
int main(int argc, char** argv) {
int i;
Point center(0,0,10);
Ball ball(center, 0, 0.25, 1, 1);
Point center(0,10,0);
Ball ball(center, 0, 0.25, 0, 1, 1);
for(i=0; i< 10000; i++) {
ball.update_pos(0.001);
cout << ball << "\n";

View file

@ -4,18 +4,17 @@
#include "spheroid.hpp"
Spheroid::Spheroid(const Point& _center, double _p, double _q) :
ImplicitSurface(_center), init_p(_p), p(_p), q(_q), stiffness(0) {
_compute_volume();
}
Spheroid::Spheroid(const Point& _center, double _min_p, double _p, double _q) :
ImplicitSurface(_center), normal_vector(Point(0,0,1)), min_p(_min_p),
init_p(_p), p(_p), q(_q), stiffness(0)
{
_compute_volume();
}
void Spheroid::_compute_volume() {
V = (4/3) * PI * p * q * q;
}
void Spheroid::set_stiffness(size_t _stiffness) {
stiffness = _stiffness;
}
void Spheroid::update_radius() {
@ -32,8 +31,8 @@ void Spheroid::update_center_pos(Point& _center) {
}
void Spheroid::check_horizontal_plan_collision(double& height) {
if ((center.z - p) <= height) {
p = fmin(init_p, center.z-height);
if ((center.y - p) <= height) {
p = fmin(init_p, center.y-height);
update_radius();
}
}
@ -51,3 +50,27 @@ void Spheroid::check_vertical_plan_collision(double& abscissa) {
}
}
}
Cuboid Spheroid::max_bounding_box() const {
double max_radius = sqrt((3/4) * V / PI / min_p);
double max_height = init_p;
Point _bd1(max_radius, max_radius, max_height);
Point _bd2(-max_radius, -max_radius, -max_height);
return Cuboid(_bd1, _bd2);
}
void Spheroid::check_perlin_collision(PerlinNoise perlin) {
double height = perlin.noise(center.x, center.z);
if ((center.y - p) <= height) {
p = fmin(init_p, center.z- height );
normal_vector = perlin.normal_vector(center.x, center.z);
update_radius();
}
}
double Spheroid::operator() (double _x, double _y, double _z) const {
return (pow(_x, 2) / pow(q, 2)
+ pow(_y, 2) / pow(q, 2)
+ pow(_z, 2) / pow(p, 2) -1);
}

View file

@ -7,23 +7,22 @@
#include <cmath>
#include "Implicit.hpp"
#include "common_structures.hpp"
#include "PerlinNoise.hpp"
const double PI = 3.141592653589793;
class Spheroid : public ImplicitSurface {
public:
Spheroid(const Point& _center, double _p, double _q);
Spheroid(const Point& _center, double _min_p, double _p, double _q);
void update_center_pos(Point& _center);
void update_radius();
void update_height();
void set_stiffness(size_t _stiffness);
void check_horizontal_plan_collision(double& height);
void check_vertical_plan_collision(double& abscissa);
double operator() (double _x, double _y, double _z) const {
return (pow(_x, 2) / pow(q, 2)
+ pow(_y, 2) / pow(q, 2)
+ pow(_z, 2) / pow(p, 2) -1);
}
Cuboid max_bounding_box() const;
void check_perlin_collision(PerlinNoise perlin);
Point getNormalVector() const { return normal_vector;}
double operator() (double _x, double _y, double _z) const;
private:
/**
* p corresponds to the half-height of the ball,
@ -31,7 +30,8 @@ class Spheroid : public ImplicitSurface {
* V is the volume. Extremely useful to have a constant volume in the
* ball
**/
double init_p, p, q;
Point normal_vector;
double min_p, init_p, p, q;
size_t stiffness;
double V;
void _compute_volume();