I'm trying to recreate a fluid-drag model as seen in paragraph 2.2.1 of this paper. A working version can be seen in this this youtube movie (where I found the paper).
In the paper they state that they calculate the normal and tangential forces of the velocity of an edge of a soft body. I've tried to understand how to get from edge velocity to these two force components. However I can only find resources about calculating the components based on a function (e.g. this), and I'm struggling to translate that to my physics environment. What would be a way to achieve this fluid drag model?
Here is a fiddle to show my environment: https://jsfiddle.net/Swendude/1nnckp5p/
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Vector = Matter.Vector,
Composite = Matter.Composite,
Composites = Matter.Composites,
Constraint = Matter.Constraint,
Events = Matter.Events;
// create an engine
var engine = Engine.create();
// create a canvas
var canvas = document.getElementById("maincanvas");
var render = Render.create({
element: document.body,
canvas: canvas,
engine: engine,
options: {
background: "#fff",
height: 400,
width: 400,
wireframes: false,
}
});
engine.world.gravity = {x:0, y:0};
// Create a soft body composite, see
// http://brm.io/matter-js/docs/classes/Composites.html#method_softBody
var softbox = Composites.softBody(100,100,2,2,40,40,true,1);
World.add(engine.world, softbox);
// This functions makes some constraints move.
function pulse(composite) {
var allcons = Composite.allConstraints(composite);
allcons[0].length += 5;
allcons[4].length += 5;
// Set a timeout to make the constraints short again
setTimeout(function (cons) { cons.length -= 5;}, 1000, allcons[0]);
setTimeout(function (cons) { cons.length -= 5;}, 1000, allcons[4]);
}
setInterval(pulse, 2000, softbox);
function applyForcesOnEdge() {
var allcons = Composite.allConstraints(engine.world);
allcons.forEach( function(cons, index) {
// Edge speed defined as the average of both connected body's speed.
var constraintspeed = Vector.div(Vector.add(cons.bodyA.velocity, cons.bodyA.velocity),2);
if (constraintspeed.x != 0 && constraintspeed.y != 0) {
console.log(constraintspeed); // How to get the tangential and normal components from this?
}
});
}
Events.on(engine, 'beforeUpdate', function () {
applyForcesOnEdge();
})
Engine.run(engine);
Render.run(render);
Most of it is matter.js boilerplate, the interesting parts are the functions: pulse()
and applyForcesOnEdge()
I'm using matter.js, but I can imagine the same question might apply to a box2d environment.
Just take the difference between the positions of the objects on either side of the constraint. It's better explained in code:
allcons.forEach( function(cons, index) {
// Edge speed defined as the average of both connected body's speed.
var constraintspeed = Vector.div(
Vector.add(
cons.bodyA.velocity,
cons.bodyB.velocity),
2);
var constraintpos = Vector.div(
Vector.add(
cons.bodyA.position,
cons.bodyB.position),
2);
var tangent = Vector.normalise(
cons.bodyB.position -
cons.bodyA.position);
var normal = Vector.perp(tangent);
var v_T = Vector.dot(constraintspeed, tangent);
var v_N = Vector.dot(constraintspeed, normal);
var F_T = - lambda_T * Math.sign(v_T) * v_T * v_T;
var F_N = - lambda_N * Math.sign(v_N) * v_N * v_N;
var F = Vector.add(
Vector.mult(tangent, F_T),
Vector.mult(normal, F_N));
Body.applyForce(cons.bodyA, constraintpos, F);
Body.applyForce(cons.bodyB, constraintpos, F);
});