//--------------------------------------------------------------------------- #include "system.hpp" #include "classes.hpp" #include "opengl/glew.h" #include "opengl/glut.h" #pragma hdrstop #include "Spring.h" #include "Usefull.h" __fastcall TSpring::TSpring() { vForce1=vForce2= vector3(0,0,0); Ks= 0; Kd= 0; restLen= 0; } __fastcall TSpring::~TSpring() { } void __fastcall TSpring::Init(double nrestLen, double nKs, double nKd) { Ks= nKs; Kd= nKd; restLen= nrestLen; } bool __fastcall TSpring::ComputateForces(vector3 pPosition1, vector3 pPosition2) { double dist, Hterm, Dterm; vector3 springForce,deltaV,deltaP; // p1 = &system[spring->p1]; // p2 = &system[spring->p2]; // VectorDifference(&p1->pos,&p2->pos,&deltaP); // Vector distance deltaP= pPosition1 - pPosition2; // dist = VectorLength(&deltaP); // Magnitude of deltaP dist = deltaP.Length(); if (dist==0) { vForce1=vForce2=vector3(0,0,0); return false; } // Hterm = (dist - spring->restLen) * spring->Ks; // Ks * (dist - rest) Hterm= (dist - restLen) * Ks; // Ks * (dist - rest) // VectorDifference(&p1->v,&p2->v,&deltaV); // Delta Velocity Vector deltaV= pPosition1 - pPosition2; // Dterm = (DotProduct(&deltaV,&deltaP) * spring->Kd) / dist; // Damping Term //Dterm = (DotProduct(deltaV,deltaP) * Kd) / dist; Dterm= 0; // ScaleVector(&deltaP,1.0f / dist, &springForce); // Normalize Distance Vector // ScaleVector(&springForce,-(Hterm + Dterm),&springForce); // Calc Force springForce= deltaP/dist*(-(Hterm + Dterm)); // VectorSum(&p1->f,&springForce,&p1->f); // Apply to Particle 1 // VectorDifference(&p2->f,&springForce,&p2->f); // - Force on Particle 2 vForce1= springForce; vForce2= springForce; return true; } void __fastcall TSpring::Render() { } //--------------------------------------------------------------------------- #pragma package(smart_init)