Newer
Older
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
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// Amira Abdel-Rahman
// (c) Massachusetts Institute of Technology 2020
//BASED ON https://github.com/jonhiller/Voxelyze
var DBL_EPSILONx24 =5.328e-15; //DBL_EPSILON*24
var DISCARD_ANGLE_RAD= 1e-7; //Anything less than this angle can be considered 0
var SMALL_ANGLE_RAD= 1.732e-2; //Angles less than this get small angle approximations. To get: Root solve atan(t)/t-1+MAX_ERROR_PERCENT. From: MAX_ERROR_PERCENT = (t-atan(t))/t
var SMALL_ANGLE_W =0.9999625; //quaternion W value corresponding to a SMALL_ANGLE_RAD. To calculate, cos(SMALL_ANGLE_RAD*0.5).
var W_THRESH_ACOS2SQRT= 0.9988; //Threshhold of w above which we can approximate acos(w) with sqrt(2-2w). To get: Root solve 1-sqrt(2-2wt)/acos(wt) - MAX_ERROR_PERCENT. From MAX_ERROR_PERCENT = (acos(wt)-sqrt(2-2wt))/acos(wt)
var X_AXIS = 0; //!< X Axis
var Y_AXIS = 1; //!< Y Axis
var Z_AXIS = 2; //!< Z Axis
var currentTime=0;
var maxStrain=0;
function simulateParallel(setup,numTimeSteps,dt,static=true,saveInterval=10){
// var instuctionsDiv=document.getElementById("footer2").innerHTML;
initialize(setup);
for(var i=0;i<numTimeSteps;i++){
var t0 = performance.now();
doTimeStep(setup,dt,static,i,saveInterval);
var t1 = performance.now();
console.log("TimeStep "+i+" took " + (t1 - t0) + " milliseconds.");
// document.getElementById("footer2").innerHTML = "Timestep "+i +" out of "+ numTimeSteps+".";
}
// updateColors();
}
function initialize(setup){
// pre-calculate current position
var voxCount = setup.nodes.length;
for(var i=0;i<voxCount;i++){
setup.nodes[i].currPosition=new THREE.Vector3(setup.nodes[i].position.x,setup.nodes[i].position.y,setup.nodes[i].position.z);
setup.nodes[i].orient= new THREE.Quaternion();
setup.nodes[i].linMom=new THREE.Vector3(0,0,0);
setup.nodes[i].angMom=new THREE.Vector3(0,0,0);
setup.nodes[i].intForce=new THREE.Vector3(0,0,0);
setup.nodes[i].intMoment=new THREE.Vector3(0,0,0);
setup.nodes[i].moment={ x: 0, y: 0,z:0 };
setup.nodes[i].displacement={ x: 0, y: 0,z:0 };
//for dynamic simulations
setup.nodes[i].posTimeSteps=[];
setup.nodes[i].angTimeSteps=[];
setup.nodes[i].nomSize=1.0;
setup.nodes[i].massInverse=8e-6;
setup.nodes[i].mass=1/8e-6;
setup.nodes[i].FloorStaticFriction=false;
}
// pre-calculate the axis
var linkCount = setup.edges.length;
for(var i=0;i<linkCount;i++){
var node1=setup.nodes[setup.edges[i].source];
var node2=setup.nodes[setup.edges[i].target];
var pVNeg=new THREE.Vector3(node1.position.x,node1.position.y,node1.position.z);
var pVPos=new THREE.Vector3(node2.position.x,node2.position.y,node2.position.z);
var axis=pVPos.clone().sub(pVNeg).normalize();
setup.edges[i].axis=axis.clone();
setup.edges[i].currentRestLength=0;
setup.edges[i].pos2= new THREE.Vector3(0,0,0);
setup.edges[i].angle1v= new THREE.Vector3(0,0,0);
setup.edges[i].angle2v= new THREE.Vector3(0,0,0);
setup.edges[i].angle1=new THREE.Quaternion();
setup.edges[i].angle2=new THREE.Quaternion();
setup.edges[i].currentTransverseArea=0;
setup.edges[i].currentTransverseStrainSum=0;
//todo update stresses
setup.edges[i].stressTimeSteps=[];
}
}
function doTimeStep(setup,dt,static=true,currentTimeStep,saveInterval){
if (dt==0)
return true;
else if (dt<0)
dt = recommendedTimeStep();
// if (collisions) updateCollisions();
var collisions=false;
//Euler integration:
var Diverged = false;
var linkCount = setup.edges.length;
for(var i=0;i<linkCount;i++){
updateForces(setup,setup.edges[i],setup.nodes[setup.edges[i].source],setup.nodes[setup.edges[i].target],static);
// todo: update forces and whatever
if (axialStrain(setup.edges[i]) > 100) {
Diverged = true; //catch divergent condition! (if any thread sets true we will fail, so don't need mutex...
}
}
if (Diverged){
console.log("Divergedd!!!!!")
return false;
}
var voxCount = setup.nodes.length;
for(var i=0;i<voxCount;i++){
timeStep(dt,setup.nodes[i],static,currentTimeStep);
if(!static&& currentTimeStep%saveInterval==0){
setup.nodes[i].posTimeSteps.push(setup.nodes[i].displacement);
setup.nodes[i].angTimeSteps.push(setup.nodes[i].angle);
}
// todo: update linMom,angMom, orient and whatever
}
currentTime += dt;
return true;
}
function updateForces(setup,edge,node1,node2,static=true){
var pVNeg=new THREE.Vector3(node1.position.x,node1.position.y,node1.position.z);
var pVPos=new THREE.Vector3(node2.position.x,node2.position.y,node2.position.z);
var currentRestLength=pVPos.clone().sub(pVNeg).length();
edge.currentRestLength=currentRestLength; //todo make sure updated
pVNeg=node1.currPosition.clone();
pVPos=node2.currPosition.clone();
// Vec3D<double> three
var oldPos2 = edge.pos2.clone();//??
var oldAngle1v = edge.angle1v.clone();
var oldAngle2v = edge.angle2v.clone(); //remember the positions/angles from last timestep to calculate velocity
// var oldAngle1v=new THREE.Vector3(node1.angle.x,node1.angle.y,node1.angle.z);//?
// var oldAngle2v=new THREE.Vector3(node2.angle.x,node2.angle.y,node2.angle.z); //??
totalRot= orientLink( edge,node1,node2); //sets pos2, angle1, angle2 /*restLength*/
var dPos2=edge.pos2.clone().sub(oldPos2).multiplyScalar(0.5);
var dAngle1=edge.angle1v.clone().sub(oldAngle1v).multiplyScalar(0.5);
var dAngle2=edge.angle2v.clone().sub(oldAngle2v).multiplyScalar(0.5);
//if volume effects...
//if (!mat->isXyzIndependent() || currentTransverseStrainSum != 0)
//updateTransverseInfo(); //currentTransverseStrainSum != 0 catches when we disable poissons mid-simulation
var _stress=updateStrain((edge.pos2.x/edge.currentRestLength),edge.stiffness);
// var _stress=updateStrain(1.0);
edge.stress = _stress;
if(!static){
edge.stressTimeSteps.push(_stress);
}
// console.log("Stress:"+edge.stress)
if(setup.viz.minStress>edge.stress){
setup.viz.minStress=edge.stress;
}else if (setup.viz.maxStress<edge.stress){
setup.viz.maxStress=edge.stress;
}
// if (isFailed()){forceNeg = forcePos = momentNeg = momentPos = Vec3D<double>(0,0,0); return;}
// var b1=mat->_b1, b2=mat->_b2, b3=mat->_b3, a2=mat->_a2; //local copies //todo get from where i had
var l = currentRestLength;//??
var rho = edge.density;
var A = edge.area;
var E = edge.stiffness;// youngs modulus
var G=1.0;//todo shear_modulus
var ixx = 1.0;//todo section ixx
var I=1.0;
var iyy = 1.0;//todo section.iyy//
// var l0=length.dataSync();
var J=1.0;//todo check
// var l02 = l0 * l0;
// var l03 = l0 * l0 * l0;
var b1= 12*E*I/(l*l*l);
var b2= 6*E*I/(l*l);
var b3= 2*E*I/(l);
var a1= E*A/l;
var a2= G*J/l;
var nu=0;
// var b1= 5e6;
// var b2= 1.25e7;
// var b3= 2.08333e+07;
// var a1= E*A/l;
// var a2= 1.04167e+07;
var E=1000000;
var E=edge.stiffness;
var L = 5;
var a1 = E*L; //EA/L : Units of N/m
var a2 = E * L*L*L / (12.0*(1+nu)); //GJ/L : Units of N-m
var b1 = E*L; //12EI/L^3 : Units of N/m
var b2 = E*L*L/2.0; //6EI/L^2 : Units of N (or N-m/m: torque related to linear distance)
var b3 = E*L*L*L/6.0; //2EI/L : Units of N-m
// console.log("currentRestLength:"+currentRestLength);
// console.log("b1:"+b1/10e6);
// console.log("b2:"+b2/10e7);
// console.log("b3:"+b3/10e7);
// console.log("a2:"+a2/10e7);
// var b1= 5e6;
// var b2= 1.25e7;
// var b3= 2.08333e+07;
// var a1= E*A/l;
// var a2= 1.04167e+07;
var currentTransverseArea=25.0;// todo ?? later change
var currentTransverseArea=edge.area;
//Beam equations. All relevant terms are here, even though some are zero for small angle and others are zero for large angle (profiled as negligible performance penalty)
var forceNeg = new THREE.Vector3 ( _stress*currentTransverseArea, //currentA1*pos2.x,
b1*edge.pos2.y - b2*(edge.angle1v.z + edge.angle2v.z),
b1*edge.pos2.z + b2*(edge.angle1v.y + edge.angle2v.y)); //Use Curstress instead of -a1*Pos2.x to account for non-linear deformation
var forcePos = forceNeg.clone().negate();
var momentNeg = new THREE.Vector3 ( a2*(edge.angle2v.x - edge.angle1v.x),
-b2*edge.pos2.z - b3*(2*edge.angle1v.y + edge.angle2v.y),
b2*edge.pos2.y - b3*(2*edge.angle1v.z + edge.angle2v.z));
var momentPos = new THREE.Vector3 ( a2*(edge.angle1v.x - edge.angle2v.x),
-b2*edge.pos2.z - b3*(edge.angle1v.y + 2*edge.angle2v.y),
b2*edge.pos2.y - b3*(edge.angle1v.z + 2*edge.angle2v.z));
// //local damping:
// if (isLocalVelocityValid()){ //if we don't have the basis for a good damping calculation, don't do any damping.
// float sqA1=mat->_sqA1, sqA2xIp=mat->_sqA2xIp,sqB1=mat->_sqB1, sqB2xFMp=mat->_sqB2xFMp, sqB3xIp=mat->_sqB3xIp;
// Vec3D<double> posCalc( sqA1*dPos2.x,
// sqB1*dPos2.y - sqB2xFMp*(dAngle1.z+dAngle2.z),
// sqB1*dPos2.z + sqB2xFMp*(dAngle1.y+dAngle2.y));
// forceNeg += pVNeg->dampingMultiplier()*posCalc;
// forcePos -= pVPos->dampingMultiplier()*posCalc;
// momentNeg -= 0.5*pVNeg->dampingMultiplier()*Vec3D<>( -sqA2xIp*(dAngle2.x - dAngle1.x),
// sqB2xFMp*dPos2.z + sqB3xIp*(2*dAngle1.y + dAngle2.y),
// -sqB2xFMp*dPos2.y + sqB3xIp*(2*dAngle1.z + dAngle2.z));
// momentPos -= 0.5*pVPos->dampingMultiplier()*Vec3D<>( sqA2xIp*(dAngle2.x - dAngle1.x),
// sqB2xFMp*dPos2.z + sqB3xIp*(dAngle1.y + 2*dAngle2.y),
// -sqB2xFMp*dPos2.y + sqB3xIp*(dAngle1.z + 2*dAngle2.z));
// }
// else setBoolState(LOCAL_VELOCITY_VALID, true); //we're good for next go-around unless something changes
// transform forces and moments to local voxel coordinates
var smallAngle=false;//?? todo check
var forceNeg,momentNeg,forcePos,momentPos;
if (!smallAngle){//?? chech
forceNeg = RotateVec3DInv(edge.angle1,forceNeg);
momentNeg = RotateVec3DInv(edge.angle1,momentNeg);
}
forcePos = RotateVec3DInv(edge.angle2,forcePos);
momentPos = RotateVec3DInv(edge.angle2,momentPos);
forceNeg =toAxisOriginalVector3(forceNeg,edge.axis);
forcePos =toAxisOriginalVector3(forcePos,edge.axis);
momentNeg=toAxisOriginalQuat(momentNeg,edge.axis);
momentPos=toAxisOriginalQuat(momentPos,edge.axis);
node1.intForce.add(forceNeg.clone());
node2.intForce.add(forcePos.clone());
node1.intMoment.add(momentNeg.clone());
node2.intMoment.add(momentPos.clone());
// assert(!(forceNeg.x != forceNeg.x) || !(forceNeg.y != forceNeg.y) || !(forceNeg.z != forceNeg.z)); //assert non QNAN
// assert(!(forcePos.x != forcePos.x) || !(forcePos.y != forcePos.y) || !(forcePos.z != forcePos.z)); //assert non QNAN
}
function orientLink( edge,node1,node2){ //updates pos2, angle1, angle2, and smallAngle //Quat3D<double> /*double restLength*/
var pVPos=node2.currPosition.clone();
var pVNeg=node1.currPosition.clone();
var currentRestLength=edge.currentRestLength;
// var currentRestLength=0;
var pos2 = toAxisXVector3(pVPos.clone().sub(pVNeg),edge.axis); //digit truncation happens here...
// pos2.x = Math.round(pos2.x * 1e4) / 1e4;
var angle1 = toAxisXQuat(node1.orient,edge.axis);
var angle2 = toAxisXQuat(node2.orient,edge.axis);
var totalRot = angle1.conjugate(); //keep track of the total rotation of this bond (after toAxisX()) //Quat3D<double>
pos2 = RotateVec3D(totalRot,pos2);
angle2 = totalRot.clone().multiply(angle2);
angle1 = new THREE.Quaternion(); //zero for now...
//small angle approximation?
// var SmallTurn = ((Math.abs(pos2.z)+Math.abs(pos2.y))/pos2.x);
// var ExtendPerc = (Math.abs(1-pos2.x/currentRestLength));
// if (!smallAngle /*&& angle2.IsSmallAngle()*/ && SmallTurn < SA_BOND_BEND_RAD && ExtendPerc < SA_BOND_EXT_PERC){
// smallAngle = true;
// setBoolState(LOCAL_VELOCITY_VALID, false);
// }
// else if (smallAngle && (/*!angle2.IsSmallishAngle() || */SmallTurn > HYSTERESIS_FACTOR*SA_BOND_BEND_RAD || ExtendPerc > HYSTERESIS_FACTOR*SA_BOND_EXT_PERC)){
// smallAngle = false;
// setBoolState(LOCAL_VELOCITY_VALID, false);
// }
var smallAngle=true; //todo later remove
if (smallAngle) { //Align so Angle1 is all zeros
pos2.x -= currentRestLength; //only valid for small angles
}
else { //Large angle. Align so that Pos2.y, Pos2.z are zero.
FromAngleToPosX(angle1,pos2); //get the angle to align Pos2 with the X axis
totalRot = angle1.clone().multiply(totalRot) ; //update our total rotation to reflect this
angle2 = angle1.clone().multiply( angle2); //rotate angle2
pos2 = new THREE.Vector3(pos2.length() - currentRestLength, 0, 0);
}
angle1v = ToRotationVector(angle1);
angle2v = ToRotationVector(angle2);
// assert(!(angle1v.x != angle1v.x) || !(angle1v.y != angle1v.y) || !(angle1v.z != angle1v.z)); //assert non QNAN
// assert(!(angle2v.x != angle2v.x) || !(angle2v.y != angle2v.y) || !(angle2v.z != angle2v.z)); //assert non QNAN
edge.pos2=pos2.clone();
edge.angle1v=angle1v.clone();
edge.angle2v=angle2v.clone();
edge.angle1=angle1.clone();
edge.angle2=angle2.clone();
return totalRot;
}
function RotateVec3D(a, f) {
var fx=f.x, fy=f.y, fz=f.z;
var tw = fx*a.x + fy*a.y + fz*a.z;
var tx = fx*a.w - fy*a.z + fz*a.y;
var ty = fx*a.z + fy*a.w - fz*a.x;
var tz = -fx*a.y + fy*a.x + fz*a.w;
return new THREE.Vector3(a.w*tx + a.x*tw + a.y*tz - a.z*ty, a.w*ty - a.x*tz + a.y*tw + a.z*tx, a.w*tz + a.x*ty - a.y*tx + a.z*tw);
} //!< Returns a vector representing the specified vector "f" rotated by this quaternion. @param[in] f The vector to transform.
function RotateVec3DInv(a, f) {
var fx=f.x, fy=f.y, fz=f.z;
var tw = a.x*fx + a.y*fy + a.z*fz;
var tx = a.w*fx - a.y*fz + a.z*fy;
var ty = a.w*fy + a.x*fz - a.z*fx;
var tz = a.w*fz - a.x*fy + a.y*fx;
return new THREE.Vector3(tw*a.x + tx*a.w + ty*a.z - tz*a.y, tw*a.y - tx*a.z + ty*a.w + tz*a.x, tw*a.z + tx*a.y - ty*a.x + tz*a.w);
} //!< Returns a vector representing the specified vector "f" rotated by the inverse of this quaternion. This is the opposite of RotateVec3D. @param[in] f The vector to transform.
function toAxisOriginalVector3(pV,axis){
// switch (axis){
// case Y_AXIS:{
// var tmp = pV.y;
// pV.y=pV.x;
// pV.x = -tmp;
// break;
// }
// case Z_AXIS: {
// var tmp = pV.z;
// pV.z=pV.x;
// pV.x = -tmp;
// break;
// }
// default:
// break;
// }
// if(axis.equals(new THREE.Vector3(0,1,0))){
// var tmp = pV.y;
// pV.y=pV.x;
// pV.x = -tmp;
// }else if(axis.equals(new THREE.Vector3(0,0,1))){
// var tmp = pV.z;
// pV.z=pV.x;
// pV.x = -tmp;
// }
var vector=axis.clone();
vector.normalize();
var xaxis=new THREE.Vector3(1,0,0);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var cube = new THREE.Mesh( geometry, material );
var quaternion = new THREE.Quaternion(); // create one and reuse it
quaternion.setFromUnitVectors( xaxis,vector );
cube.applyQuaternion( quaternion );
pV.applyEuler(cube.rotation);
return pV;
}
function toAxisOriginalQuat(pQ,axis){
// switch (axis){
// case Y_AXIS: {
// var tmp = pQ.y;
// pQ.y=pQ.x;
// pQ.x = -tmp;
// break;
// }
// case Z_AXIS: {
// var tmp = pQ.z;
// pQ.z=pQ.x;
// pQ.x = -tmp;
// break;
// }
// default:
// break;
// }
// if(axis.equals(new THREE.Vector3(0,1,0))){
// var tmp = pQ.y;
// pQ.y=pQ.x;
// pQ.x = -tmp;
// }else if(axis.equals(new THREE.Vector3(0,0,1))){
// var tmp = pQ.z;
// pQ.z=pQ.x;
// pQ.x = -tmp;
// }
var v=new THREE.Vector3(pQ.x,pQ.y,pQ.z);
var vector=axis.clone();
vector.normalize();
var xaxis=new THREE.Vector3(1,0,0);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var cube = new THREE.Mesh( geometry, material );
var quaternion = new THREE.Quaternion(); // create one and reuse it
// quaternion.setFromUnitVectors( vector, xaxis );
quaternion.setFromUnitVectors( xaxis, vector ); //amira changed to see 3 march 2020
cube.applyQuaternion( quaternion );
v.applyEuler(cube.rotation);
return new THREE.Quaternion(v.x,v.y,v.z,pQ.w);
}
function toAxisXVector3(v,axis){ //TODO CHANGE
// var vector=new THREE.Vector3(1,0,0);
// switch (axis){
// case Y_AXIS:
// return new THREE.Vector3(v.y, -v.x, v.z);
// break;
// case Z_AXIS:
// return new THREE.Vector3(v.z, v.y, -v.x);
// break;
// default:
//
// return v;
// break;
// }
// switch (axis){
// case Y_AXIS:
// vector=new THREE.Vector3(0,1,0);
// break;
// case Z_AXIS:
// vector=new THREE.Vector3(0,0,1);
// break;
// default:
// vector=new THREE.Vector3(1,0,0);
// break;
// }
var vector=axis.clone();
vector.normalize();
var xaxis=new THREE.Vector3(1,0,0);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var cube = new THREE.Mesh( geometry, material );
var quaternion = new THREE.Quaternion(); // create one and reuse it
quaternion.setFromUnitVectors( vector, xaxis );
cube.applyQuaternion( quaternion );
v.applyEuler(cube.rotation);
// var res=6;
// v=new THREE.Vector3( parseFloat(v.x.toFixed(res)),parseFloat(v.y.toFixed(res)),parseFloat(v.z.toFixed(res)))
return v.clone();
} //transforms a vec3D in the original orientation of the bond to that as if the bond was in +X direction
function toAxisXQuat(q,axis){
// var vector=new THREE.Vector3(1,0,0);
// switch (axis){
// case Y_AXIS:
// return new THREE.Quaternion( q.y, -q.x, q.z,q.w);
// case Z_AXIS:
// return new THREE.Quaternion( q.z, q.y, -q.x,q.w);
// default:
// return q;
// }
// switch (axis){
// case Y_AXIS:
// vector=new THREE.Vector3(0,1,0);
// break;
// case Z_AXIS:
// vector=new THREE.Vector3(0,0,1);
// break;
// default:
// vector=new THREE.Vector3(1,0,0);
// break;
// }
var v=new THREE.Vector3(q.x,q.y,q.z);
var vector=axis.clone();
vector.normalize();
var xaxis=new THREE.Vector3(1,0,0);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var cube = new THREE.Mesh( geometry, material );
var quaternion = new THREE.Quaternion(); // create one and reuse it
quaternion.setFromUnitVectors( vector, xaxis );
cube.applyQuaternion( quaternion );
v.applyEuler(cube.rotation);
return new THREE.Quaternion(v.x,v.y,v.z,q.w);
} //transforms a vec3D in the original orientation of the bond to that as if the bond was in +X direction
//const Quat3D Conjugate() const {return Quat3D(w, -x, -y, -z);} //!< Returns a quaternion that is the conjugate of this quaternion. This quaternion is not modified.
function ToRotationVector(a) {
if (a.w >= 1.0 || a.w <= -1.0) {
return new THREE.Vector3(0,0,0);
}
var squareLength = 1.0-a.w*a.w; //because x*x + y*y + z*z + w*w = 1.0, but more susceptible to w noise (when
var SLTHRESH_ACOS2SQRT= 2.4e-3; //SquareLength threshhold for when we can use square root optimization for acos. From SquareLength = 1-w*w. (calculate according to 1.0-W_THRESH_ACOS2SQRT*W_THRESH_ACOS2SQRT
if (squareLength < SLTHRESH_ACOS2SQRT) //???????
return new THREE.Vector3(a.x, a.y, a.z).multiplyScalar(2.0*Math.sqrt((2-2*a.w)/squareLength)); //acos(w) = sqrt(2*(1-x)) for w close to 1. for w=0.001, error is 1.317e-6
else
return new THREE.Vector3(a.x, a.y, a.z).multiplyScalar(2.0*Math.acos(a.w)/Math.sqrt(squareLength));
} //!< Returns a rotation vector representing this quaternion rotation. Adapted from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/
function FromRotationVector( VecIn) {
var q=new THREE.Quaternion();
var theta = VecIn.clone().divideScalar(2.0);
var s, thetaMag2 = theta.length()*theta.length();
if (thetaMag2*thetaMag2 < DBL_EPSILONx24 ){ //if the 4th taylor expansion term is negligible
q.w=1.0 - 0.5*thetaMag2;
s=1.0 - thetaMag2 / 6.0;
}
else {
var thetaMag = Math.sqrt(thetaMag2);
q.w=Math.cos(thetaMag);
s=Math.sin(thetaMag) / thetaMag;
}
q.x=theta.x*s;
q.y=theta.y*s;
q.z=theta.z*s;
return q;
} //!< Overwrites this quaternion with values from the specified rotation vector. Adapted from http://physicsforgames.blogspot.com/2010/02/quaternions.html. Note: function changes this quaternion. @param[in] VecIn A rotation vector to calculate this quaternion from.
function FromAngleToPosX(a, RotateFrom){ //highly optimized at the expense of readability
if (new THREE.Vector3(0,0,0).equals(RotateFrom))
return; //leave off if it slows down too much!!
//Catch and handle small angle:
var YoverX = RotateFrom.y/RotateFrom.x;
var ZoverX = RotateFrom.z/RotateFrom.x;
if (YoverX<SMALL_ANGLE_RAD && YoverX>-SMALL_ANGLE_RAD && ZoverX<SMALL_ANGLE_RAD && ZoverX>-SMALL_ANGLE_RAD){ //??? //Intercept small angle and zero angle
a.x=0;
a.y=0.5*ZoverX;
a.z=-0.5*YoverX;
a.w = 1+0.5*(-a.y*a.y-a.z*a.z); //w=sqrt(1-x*x-y*y), small angle sqrt(1+x) ~= 1+x/2 at x near zero.
return a;
}
//more accurate non-small angle:
var RotFromNorm = RotateFrom.clone();
RotFromNorm.normalize(); //Normalize the input...
var theta = Math.acos(RotFromNorm.x); //because RotFromNorm is normalized, 1,0,0 is normalized, and A.B = |A||B|cos(theta) = cos(theta)
if (theta > Math.PI-DISCARD_ANGLE_RAD) {//??????
a.w=0;
a.x=0;
a.y=1;
a.z=0;
return a;
} //180 degree rotation (about y axis, since the vector must be pointing in -x direction
var AxisMagInv = 1.0/Math.sqrt(RotFromNorm.z*RotFromNorm.z+RotFromNorm.y*RotFromNorm.y);
//Here theta is the angle, axis is RotFromNorm.Cross(Vec3D(1,0,0)) = Vec3D(0, RotFromNorm.z/AxisMagInv, -RotFromNorm.y/AxisMagInv), which is still normalized. (super rolled together)
var aa = 0.5*theta;
var s = Math.sin(a);
a.w=Math.cos(aa);
a.x=0;
a.y=RotFromNorm.z*AxisMagInv*s;
a.z = -RotFromNorm.y*AxisMagInv*s; //angle axis function, reduced
return a;
} //!< Overwrites this quaternion with the calculated rotation that would transform the specified RotateFrom vector to point in the positve X direction. Note: function changes this quaternion. @param[in] RotateFrom An arbitrary direction vector. Does not need to be normalized.
function axialStrain() {
return strain;
} //!< returns the current overall axial strain (unitless) between the two voxels.
function axialStrain( positiveEnd) {
//strainRatio = pVPos->material()->E/pVNeg->material()->E;
var strainRatio=1.0;
return positiveEnd ? 2.0 *strain*strainRatio/(1.0+strainRatio) : 2.0*strain/(1.0+strainRatio);
}
function updateStrain( axialStrain,E){ //?from where strain
strain = axialStrain; //redundant?
var currentTransverseStrainSum=0.0; //??? todo
var linear=true;
// var maxStrain=100000000000000000000;//?? todo later change
if (linear){
if (axialStrain > maxStrain)
maxStrain = axialStrain; //remember this maximum for easy reference
return stress(axialStrain,E);
}
else {
var returnStress;
if (axialStrain > maxStrain){ //if new territory on the stress/strain curve
maxStrain = axialStrain; //remember this maximum for easy reference
returnStress = stress(axialStrain,E); //??currentTransverseStrainSum
if (nu != 0.0)
strainOffset = maxStrain-stress(axialStrain,E)/(_eHat*(1-nu)); //precalculate strain offset for when we back off
else strainOffset = maxStrain-returnStress/E; //precalculate strain offset for when we back off
}
else { //backed off a non-linear material, therefore in linear region.
var relativeStrain = axialStrain-strainOffset; // treat the material as linear with a strain offset according to the maximum plastic deformation
if (nu != 0.0)
returnStress = stress(relativeStrain,E);
else
returnStress = E*relativeStrain;
}
return returnStress;
}
}
function stress( strain , E ){//,transverseStrainSum, forceLinear){
//reference: http://www.colorado.edu/engineering/CAS/courses.d/Structures.d/IAST.Lect05.d/IAST.Lect05.pdf page 10
//if (isFailed(strain)) return 0.0f; //if a failure point is set and exceeded, we've broken!
// var E =setup.edges[0].stiffness; //todo change later to material ??
// var E=1000000;//todo change later to material ??
// var scaleFactor=1;
return E*strain;
// if (strain <= strainData[1] || linear || forceLinear){ //for compression/first segment and linear materials (forced or otherwise), simple calculation
// if (nu==0.0) return E*strain;
// else return _eHat*((1-nu)*strain + nu*transverseStrainSum);
//else return eHat()*((1-nu)*strain + nu*transverseStrainSum);
// }
// //the non-linear feature with non-zero poissons ratio is currently experimental
// int DataCount = modelDataPoints();
// for (int i=2; i<DataCount; i++){ //go through each segment in the material model (skipping the first segment because it has already been handled.
// if (strain <= strainData[i] || i==DataCount-1){ //if in the segment ending with this point (or if this is the last point extrapolate out)
// float Perc = (strain-strainData[i-1])/(strainData[i]-strainData[i-1]);
// float basicStress = stressData[i-1] + Perc*(stressData[i]-stressData[i-1]);
// if (nu==0.0f) return basicStress;
// else { //accounting for volumetric effects
// float modulus = (stressData[i]-stressData[i-1])/(strainData[i]-strainData[i-1]);
// float modulusHat = modulus/((1-2*nu)*(1+nu));
// float effectiveStrain = basicStress/modulus; //this is the strain at which a simple linear stress strain line would hit this point at the definied modulus
// float effectiveTransverseStrainSum = transverseStrainSum*(effectiveStrain/strain);
// return modulusHat*((1-nu)*effectiveStrain + nu*effectiveTransverseStrainSum);
// }
// }
// }
// assert(false); //should never reach this point
// return 0.0f;
}
function updateTransverseInfo(edge){
// currentTransverseArea = 0.5*(pVNeg->transverseArea(edge.axis)+pVPos->transverseArea(edge.axis));
// currentTransverseStrainSum = 0.5*(pVNeg->transverseStrainSum(edge.axis)+pVPos->transverseStrainSum(edge.axis));
edge.currentTransverseArea = 1; //or 0
edge.currentTransverseStrainSum = 1;//or 0
}
function transverseArea( axis){
var size = 1.0;//??(float)mat->nominalSize();
//if (mat->poissonsRatio() == 0) return size*size;
if (true) return size*size;
// var psVec = poissonsStrain();
// switch (axis){
// case X_AXIS: return (float)(size*size*(1+psVec.y)*(1+psVec.z));
// case Y_AXIS: return (float)(size*size*(1+psVec.x)*(1+psVec.z));
// case Z_AXIS: return (float)(size*size*(1+psVec.x)*(1+psVec.y));
// default: return size*size;
// }
}
//http://klas-physics.googlecode.com/svn/trunk/src/general/Integrator.cpp (reference)
function timeStep( dt,node,static=true,currentTimeStep){
var previousDt = dt;
var linMom=node.linMom.clone();
var angMom=node.angMom.clone();
var orient=node.orient.clone();
var pos=new THREE.Vector3(node.currPosition.x,node.currPosition.y,node.currPosition.z);
if (dt == 0.0)
return;
var isTrue = (currentValue) => currentValue ==true;
if (node.restrained_degrees_of_freedom.every(isTrue)){
// pos = originalPosition() + ext->translation();
// orient = ext->rotationQuat();
// haltMotion();
pos=new THREE.Vector3(node.position.x,node.position.y,node.position.z);
node.currPosition=pos.clone();
linMom = new THREE.Vector3(0,0,0);
angMom = new THREE.Vector3(0,0,0);
node.displacement={x:0,y:0,z:0};
node.orient=orient.clone();
node.linMom=linMom.clone();
node.angMom=angMom.clone();
return;
}
/////////////////////////
var gravity=true;
var isFloorEnabled=true;
// node.FloorStaticFriction=false;
//Translation
var curForce = force(node,static,currentTimeStep);
//add gravity
var grav=-node.mass*9.80665*10.0;
if(gravity&&!static){
curForce.y+=grav;
}
var fricForce = curForce.clone();
if (isFloorEnabled) {
curForce=floorForce(node,dt, curForce).multiplyScalar(1.0);
}
fricForce = curForce.clone().sub(fricForce);
// console.log(fricForce);
linMom.add(curForce).multiplyScalar(dt);
var translate=linMom.clone().multiplyScalar(dt*node.massInverse);//??massInverse
// we need to check for friction conditions here (after calculating the translation) and stop things accordingly
if (isFloorEnabled && floorPenetration(node) >= 0 &&!static){ //we must catch a slowing voxel here since it all boils down to needing access to the dt of this timestep.
var work = fricForce.x*translate.x + fricForce.z*translate.z; //F dot disp
var hKe = 0.5*node.massInverse*(linMom.x*linMom.x + linMom.z*linMom.z); //horizontal kinetic energy
if((hKe + work) <= 0) {
node.FloorStaticFriction=true; //this checks for a change of direction according to the work-energy principle
// console.log("dvdfvfdbvd");
}
if(node.FloorStaticFriction){
//if we're in a state of static friction, zero out all horizontal motion
console.log("hereeee");
linMom.x = 0;
linMom.z = 0;
translate.x = 0
translate.z = 0;
}
}
else {
node.FloorStaticFriction=false;
}
///////////////////////////////////////////////
pos.add(translate);
node.currPosition=pos.clone();
node.displacement={
x:translate.x+node.displacement.x,
y:translate.y+node.displacement.y,
z:translate.z+node.displacement.z};
// pos += translate;
//Rotation
var curMoment = moment(node);
angMom.add(curMoment*dt);
var momentInertiaInverse=1.0;//todo ?? later change
orient.multiply(FromRotationVector(angMom.clone().multiplyScalar((dt*momentInertiaInverse)))); //update the orientation //momentInertiaInverse
node.orient=orient.clone();
var eulerOrder = "ZYX"; //TODO SEE IF CORRECT
var eul = new THREE.Euler().setFromQuaternion( orient, eulerOrder );
node.angle={
x:eul.x,
y:eul.y,
z:eul.z};
node.linMom=linMom.clone();
node.angMom=angMom.clone();
// if (ext){//?? todo fix
// var size = 1;//change
// if (ext->isFixed(X_TRANSLATE)) {pos.x = ix*size + ext->translation().x; linMom.x=0;}
// if (ext->isFixed(Y_TRANSLATE)) {pos.y = iy*size + ext->translation().y; linMom.y=0;}
// if (ext->isFixed(Z_TRANSLATE)) {pos.z = iz*size + ext->translation().z; linMom.z=0;}
// if (ext->isFixedAnyRotation()){ //if any rotation fixed, all are fixed
// if (ext->isFixedAllRotation()){
// orient = ext->rotationQuat();
// angMom = Vec3D<double>();
// }
// else { //partial fixes: slow!
// Vec3D<double> tmpRotVec = orient.ToRotationVector();
// if (ext->isFixed(X_ROTATE)){ tmpRotVec.x=0; angMom.x=0;}
// if (ext->isFixed(Y_ROTATE)){ tmpRotVec.y=0; angMom.y=0;}
// if (ext->isFixed(Z_ROTATE)){ tmpRotVec.z=0; angMom.z=0;}
// orient.FromRotationVector(tmpRotVec);
// }
// }
// }
// poissonsStrainInvalid = true;
}
function force(node,static=true,currentTimeStep) {
//forces from internal bonds
var totalForce=new THREE.Vector3(0,0,0);
//new THREE.Vector3(node.force.x,node.force.y,node.force.z);
// todo
totalForce.add(node.intForce);
// for (int i=0; i<6; i++){
// if (links[i]) totalForce += links[i]->force(isNegative((linkDirection)i)); //total force in LCS
// }
totalForce = RotateVec3D(node.orient,totalForce); //from local to global coordinates
//assert(!(totalForce.x != totalForce.x) || !(totalForce.y != totalForce.y) || !(totalForce.z != totalForce.z)); //assert non QNAN
//other forces
if(static){
totalForce.add(new THREE.Vector3(node.force.x,node.force.y,node.force.z));
// }else if(currentTimeStep<50){
// totalForce.add(new THREE.Vector3(node.force.x,node.force.y,node.force.z));
}else{
// var ex=0.1;
// if(node.force.y!=0){
// var f=400*Math.sin(currentTimeStep*ex);
// totalForce.add(new THREE.Vector3(0,f,0));
// }
var ff=new THREE.Vector3(node.force.x,node.force.y,node.force.z);
if(ff.length()>0){
// var x=node.position.z;
// var t=currentTimeStep;
// var wave=getForce(x,t);
// totalForce.add(new THREE.Vector3(0,wave,0));
var t=currentTimeStep;
totalForce.add(getForce(node.currPosition,currentTimeStep));
}
}
// if (externalExists()) totalForce += external()->force(); //external forces
// totalForce -= velocity()*mat->globalDampingTranslateC(); //global damping f-cv
// totalForce.z += mat->gravityForce(); //gravity, according to f=mg
// if (isCollisionsEnabled()){
// for (std::vector<CVX_Collision*>::iterator it=colWatch->begin(); it!=colWatch->end(); it++){
// totalForce -= (*it)->contactForce(this);
// }
// }
//todo make internal forces 0 again
node.intForce=new THREE.Vector3(0,0,0);
// node.force.x=0;
// node.force.y=0;
// node.force.z=0;
return totalForce;
}
function floorForce(node, dt, pTotalForce){
var CurPenetration = floorPenetration(node); //for now use the average.
var muStatic=0.2;
var muKinetic=0.01;//normal force = 1e3*0.001
var zetaGlobal=1.0;
// pMat1->setInternalDamping(1.0);
// pMat1->setGlobalDamping(0.2f);
// pMat1->setStaticFriction(1.0f);
// pMat1->setKineticFriction(0.1f); //normal force = 1e3*0.001
// pMat1->setGlobalDamping(1.0f);
if (CurPenetration>=0){
var vel = velocity(node);
var horizontalVel= new THREE.Vector3(vel.x, 0, vel.z);
// console.log(CurPenetration);
var normalForce = penetrationStiffness(node)*CurPenetration;
pTotalForce.y += normalForce - collisionDampingTranslateC(node)*vel.y; //in the z direction: k*x-C*v - spring and damping
if (node.FloorStaticFriction){ //If this voxel is currently in static friction mode (no lateral motion)
// assert(horizontalVel.Length2() == 0);
var surfaceForceSq = (pTotalForce.x*pTotalForce.x + pTotalForce.z*pTotalForce.z); //use squares to avoid a square root
var frictionForceSq = (muStatic*normalForce)*(muStatic*normalForce);
if (surfaceForceSq > frictionForceSq) {
node.FloorStaticFriction=false; //if we're breaking static friction, leave the forces as they currently have been calculated to initiate motion this time step
}
}
else { //even if we just transitioned don't process here or else with a complete lack of momentum it'll just go back to static friction
pTotalForce.sub(horizontalVel.normalize().multiplyScalar(muKinetic*normalForce*1.0))//add a friction force opposing velocity according to the normal force and the kinetic coefficient of friction
//pTotalForce -= muKinetic*normalForce*horizontalVel.Normalized();
}
}
else {
node.FloorStaticFriction=false;
}
return pTotalForce;
}
function floorPenetration(node) {
var floor=-3.5;
if(node.currPosition.y-floor<0){
return -(node.currPosition.y-floor);
}else{
return 0;
}
} //!< Returns the interference (in meters) between the collision envelope of this voxel and the floor at Z=0. Positive numbers correspond to interference. If the voxel is not touching the floor 0 is returned.
function velocity(node) {
return node.linMom.clone().multiplyScalar(node.massInverse);
} //!< Returns the 3D velocity of this voxel in m/s (GCS)
function penetrationStiffness(node) {
var E=10000000;
return (2*E*node.nomSize);
} //!< returns the stiffness with which this voxel will resist penetration. This is calculated according to E*A/L with L = voxelSize/2.
function collisionDampingTranslateC(node) {
var E=10000000;