最后一次了,断断续续终于炫完了入门课,泪目
你应该修改的函数是:
• rope.cpp 中的Rope::rope(…)
• rope.cpp 中的void Rope::simulateEuler(…)
• rope.cpp 中的void Rope::simulateVerlet(…)

Rope::rope(…):
直接初始化完事

Rope::Rope(Vector2D start, Vector2D end, int num_nodes, float node_mass, float k, vector<int> pinned_nodes)
    {
        // TODO (Part 1): Create a rope starting at `start`, ending at `end`, and containing `num_nodes` nodes.

//        Comment-in this part when you implement the constructor
//        for (auto &i : pinned_nodes) {
//            masses[i]->pinned = true;
//        }
        Vector2D step = (end - start) / (num_nodes + 1);
        for (int i = 0; i < num_nodes + 2; i++) {
            Mass* nodeCur = new Mass(start + i * step, node_mass, false);
            this->masses.push_back(nodeCur);
            if (i == 0)continue;
            Spring* springCur = new Spring(this->masses[i - 1], this->masses[i], k);
            this->springs.push_back(springCur);
        }
        for (auto& i : pinned_nodes) {
            masses[i]->pinned = true;
        }
    }

void Rope::simulateEuler(…):
gravity变量怎么加似乎有争议,看到有直接加到F上的,也有直接加到a上的,这里我是直接加到F上

void Rope::simulateEuler(float delta_t, Vector2D gravity)
    {
        for (auto &s : springs)
        {
            // TODO (Part 2): Use Hooke's law to calculate the force on a node
            Vector2D Vb2a = s->m2->position - s->m1->position;
            double dis = Vb2a.norm();
            Vb2a = Vb2a / dis;
            Vector2D Fb2a = -s->k * Vb2a * (dis - s->rest_length);
            Vector2D Fa2b = -Fb2a;
            s->m1->forces += Fa2b;
            s->m2->forces += Fb2a;

            // 加上Dumping
            Vector2D Vba = s->m2->velocity - s->m1->velocity;
            Vector2D Fa = -0.05 * (Vb2a.x * Vba.x + Vb2a.y * Vba.y) * (s->m2->position - s->m1->position) / dis;
            Vector2D Fb = -Fa;
            s->m1->forces += Fb;
            s->m2->forces += Fa;
        }

        for (auto &m : masses)
        {
            if (!m->pinned)
            {
                // TODO (Part 2): Add the force due to gravity, then compute the new velocity and position

                // TODO (Part 2): Add global damping
                m->forces += gravity;
                Vector2D a = m->forces / m->mass;
                m->velocity += a * delta_t;
                // m->position += m->velocity * delta_t;   //显式欧拉
                Vector2D vplus = m->velocity + a * delta_t;
                m->position += vplus * delta_t; //半隐式
            }

            // Reset all forces on each mass
            m->forces = Vector2D(0, 0);
        }
    }

void Rope::simulateVerlet(…)
没有细讲,但是直接抄公式然后更新last_position就行

void Rope::simulateVerlet(float delta_t, Vector2D gravity)
    {
        for (auto &s : springs)
        {
            // TODO (Part 3): Simulate one timestep of the rope using explicit Verlet (solving constraints)
            Vector2D Vb2a = s->m2->position - s->m1->position;
            double dis = Vb2a.norm();
            Vb2a = Vb2a / dis;
            Vector2D Fb2a = -s->k * Vb2a * (dis - s->rest_length);
            Vector2D Fa2b = -Fb2a;
            s->m1->forces += Fa2b;
            s->m2->forces += Fb2a;
        }

        for (auto &m : masses)
        {
            if (!m->pinned)
            {
                Vector2D temp_position = m->position;
                // TODO (Part 3.1): Set the new position of the rope mass
                
                // TODO (Part 4): Add global Verlet damping
                m->forces += gravity;
                Vector2D pos = m->position;
                m->position += (1 - 0.00005) * (m->position - m->last_position) +
                    m->forces / m->mass * pow(delta_t, 2);
                m->last_position = pos;
            }
        }
    }
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