Пример #1
0
TVector MassSpringCurve<Real,TVector>::Acceleration (int i, Real time,
    const TVector* positions, const TVector* velocities)
{
    // Compute spring forces on position X[i].  The positions are not
    // necessarily m_akPosition since the RK4 solver in ParticleSystem
    // evaluates the acceleration function at intermediate positions.  The end
    // points of the curve of masses must be handled separately since each
    // has only one spring attached to it.

    TVector acceleration = ExternalAcceleration(i, time, positions,
        velocities);

    TVector diff, force;
    Real ratio;

    if (i > 0)
    {
        int iM1 = i-1;
        diff = positions[iM1] - positions[i];
        ratio = mLengths[iM1]/diff.Length();
        force = mConstants[iM1]*((Real)1 - ratio)*diff;
        acceleration += mInvMasses[i]*force;
    }

    int iP1 = i+1;
    if (iP1 < mNumParticles)
    {
        diff = positions[iP1] - positions[i];
        ratio = mLengths[i]/diff.Length();
        force = mConstants[i]*((Real)1 - ratio)*diff;
        acceleration += mInvMasses[i]*force;
    }

    return acceleration;
}
TVector MassSpringArbitrary<Real,TVector>::Acceleration (int i, Real time,
    const TVector* positions, const TVector* velocities)
{
    // Compute spring forces on position X[i].  The positions are not
    // necessarily m_akPosition since the RK4 solver in ParticleSystem
    // evaluates the acceleration function at intermediate positions.

    TVector acceleration = ExternalAcceleration(i, time, positions,
        velocities);

    TVector diff, force;
    Real ratio;

    std::set<int>::iterator iter = mAdjacent[i].begin();
    std::set<int>::iterator end = mAdjacent[i].end();
    for (/**/; iter != end; ++iter)
    {
        // Process a spring connected to particle i.
        const Spring& spring = mSprings[*iter];
        if (i != spring.Particle0)
        {
            diff = positions[spring.Particle0] - positions[i];
        }
        else
        {
            diff = positions[spring.Particle1] - positions[i];
        }

        ratio = spring.Length/diff.Length();
        force = spring.Constant*((Real)1 - ratio)*diff;
        acceleration += mInvMasses[i]*force;
    }

    return acceleration;
}