MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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◆ apply_spatial_interactions()

void MayaFlux::Nodes::Network::PhysicsOperator::apply_spatial_interactions ( )
private

Definition at line 477 of file PhysicsOperator.cpp.

478{
479 for (size_t g1 = 0; g1 < m_collections.size(); ++g1) {
480 auto& group1 = m_collections[g1];
481 auto& points1 = group1.collection->get_points();
482
483 for (size_t i = 0; i < points1.size(); ++i) {
484 const auto& pos_i = points1[i].position;
485 auto& state_i = group1.physics_state[i];
486
487 for (size_t g2 = 0; g2 < m_collections.size(); ++g2) {
488 auto& group2 = m_collections[g2];
489 auto& points2 = group2.collection->get_points();
490
491 size_t start_j = (g1 == g2) ? i + 1 : 0;
492
493 for (size_t j = start_j; j < points2.size(); ++j) {
494 const auto& pos_j = points2[j].position;
495 auto& state_j = group2.physics_state[j];
496
497 glm::vec3 delta = pos_j - pos_i;
498 float distance = glm::length(delta);
499
500 if (distance < m_interaction_radius && distance > 0.001F) {
501 glm::vec3 direction = delta / distance;
502
503 float spring_force = m_spring_stiffness * (distance - m_interaction_radius * 0.5F);
504
505 float repulsion_force = 0.0F;
506 if (distance < m_interaction_radius * 0.3F) {
507 repulsion_force = m_repulsion_strength / (distance * distance);
508 }
509
510 glm::vec3 force = direction * (spring_force - repulsion_force);
511
512 state_i.force += force;
513 state_j.force -= force;
514 }
515 }
516 }
517 }
518 }
519}
std::vector< CollectionGroup > m_collections
SpatialField distance(const glm::vec3 &anchor, float radius, DistanceMetric metric=DistanceMetric::EUCLIDEAN)
Normalized distance from an anchor point using the specified metric.

References m_collections, m_interaction_radius, m_repulsion_strength, and m_spring_stiffness.

Referenced by apply_forces().

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