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Rope Simulation

In this discussion, you will be creating a simplified version of the upcoming cloth simulation project.

Part 1: Linking the Rope Constraints (10 mins)

In rope.cpp, implement the Rope constructor. It should create a new Rope object starting at start and ending at end, containing num_nodes nodes. That is, something along the following diagram:

Rope(start, end, 3, ...)

  O------------O-------------O
  ^                          ^
start                       end

The nodes at the indices specified by pinned_nodes should have their pinned attribute set to true. Make sure to pass along the node_mass constant into the Mass constructor, and k into the Spring constructor. You should be creating a new Mass object for each node in the rope, and link together adjacent pairs of Mass objects with Spring objects.

Run ./ropesim. You should see the rope drawn to the screen.

Part 2: Explicit Euler (15 mins)

Hooke's law states that the force on two points along a spring is proportional to their distance. That is,

image

In Rope::simulateEuler, first implement Hooke's law. Iterate over all the springs and apply the correct spring force to the mass on either end of the spring. Ensure that the force is pointing in the correct direction! Accumulate all forces due to springs in the forces attribute of each Mass.

Once all the spring forces have been computed, apply the laws of physics to each particle (recall F=ma):

image

Part 2.2

Run ./ropesim. Your simulation should start running, but as it only has 3 nodes, it doesn't look like much. At the top of application.cpp, you should see where the Euler and Verlet ropes are defined. Change the 3 value for the number of nodes to a higher constant like 16 for both ropes. What happens?

Run ./ropesim -s 32 to set the simulation to use a different number of simulation steps per frame. Try small values and large values (default is 64). What happens?

Part 3: Explicit Verlet (15 mins)

Verlet is a different way of ensuring that all constraints are dealt with accurately. The benefit to this approach is that the simulation is handled entirely through the positions of the vertices in the simulation, and it remains fourth-order accurate! Unlike Euler, Verlet integration follows the following rule to calculate the next position in the simulation:

image

Part 4: Damping (10 mins)

Part 4.1

Add damping to Hooke's law in explicit Euler. In a spring-damper system, an additional damping force is applied (springs in real life don't continue bouncing forever - energy is lost to friction). The damping force is proportional to the relative velocity of the two particles. Use a damping constant of 0.5.

Part 4.2

image

where 0 < damping_factor < 1. Small damping factors work better (~0.0005), otherwise the simulation becomes overdamped and uninteresting.

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