Simulation scenario code updated in User Guide (#468)

This commit is contained in:
Peter Turcan
2025-07-02 09:43:48 -07:00
committed by GitHub
parent 3a9a5213f9
commit 3885d2c4ab

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@@ -16,7 +16,6 @@ Creating a real-time simulation of objects or processes involves various aspects
* <<Simulate Movement in 3D Space>>
* <<Add Collision Detection>>
* <<Deformation on Impact>>
* <<Narrate the Action>>
* <<See Also>>
== Libraries
@@ -45,6 +44,8 @@ Here are some libraries that may be helpful:
* boost:log[]: Supports severity levels, which you can use to categorize and filter your log messages. This can help you control the amount of log output and focus on what's important.
Note:: The code in this tutorial was written and tested using Microsoft Visual Studio (Visual C++ 2022, Console App project) with Boost version 1.88.0.
== Simulate Movement in 3D Space
The following sample simulates the movement of a geometric shape (a 3D box) in space using boost:geometry[] for shape representation, boost:chrono[] for timing, and boost:algorithm[] for numerical adjustments, such as scaling, normalization and smoothing movement (avoiding unrealistic motion).
@@ -57,6 +58,7 @@ The simulation itself runs for just a few seconds.
#include <boost/geometry.hpp>
#include <boost/chrono.hpp>
#include <boost/algorithm/clamp.hpp>
#include <boost/thread/thread.hpp>
namespace bg = boost::geometry;
using namespace boost::chrono;
@@ -65,22 +67,58 @@ using namespace boost::chrono;
using point3d = bg::model::point<double, 3, bg::cs::cartesian>;
using box3d = bg::model::box<point3d>;
// Function to update the position of the box
const int xcoord = 0;
const int ycoord = 1;
const int zcoord = 2;
const double increment = 0.2; // Guideline time increment in seconds
// Retrieve a point3d co-ordinate
double getCoord(int i, point3d p)
{
switch (i)
{
case 0: return bg::get<xcoord>(p);
case 1: return bg::get<ycoord>(p);
case 2: return bg::get<zcoord>(p);
}
}
// Set a point3d co-ordinate
void setCoord(int i, point3d& p, double v)
{
switch (i)
{
case 0: bg::set<xcoord>(p, v);
break;
case 1: bg::set<ycoord>(p, v);
break;
case 2: bg::set<zcoord>(p, v);
break;
}
}
// Update the position of the box
void move_box(box3d& box, const point3d& velocity, double delta_time) {
// Temporary variables for use in the movement calculations
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
// Update position using velocity * time step
// Update the box position using velocity * delta time
for (int i = 0; i < 3; ++i) {
double new_min = bg::get<i>(min_corner) + bg::get<i>(velocity) * delta_time;
double new_max = bg::get<i>(max_corner) + bg::get<i>(velocity) * delta_time;
// Clamp to avoid excessive movement (Boost.Algorithm)
double new_min = getCoord(i,min_corner) + (getCoord(i,velocity) * delta_time);
double new_max = getCoord(i,max_corner) + (getCoord(i,velocity) * delta_time);
// Example clamp to avoid excessive movement (Boost.Algorithm)
new_min = boost::algorithm::clamp(new_min, -100.0, 100.0);
new_max = boost::algorithm::clamp(new_max, -100.0, 100.0);
bg::set<i>(min_corner, new_min);
bg::set<i>(max_corner, new_max);
setCoord(i, min_corner, new_min);
setCoord(i, max_corner, new_max);
}
// Update the box with new corners
@@ -88,6 +126,10 @@ void move_box(box3d& box, const point3d& velocity, double delta_time) {
}
int main() {
// Set the sleep duration based on the guideline increment in seconds
boost::chrono::duration<double> sleep_duration(increment);
// Create a 3D box (min corner and max corner)
box3d box(point3d(0.0, 0.0, 0.0), point3d(1.0, 1.0, 1.0));
@@ -96,31 +138,37 @@ int main() {
// Start timing
steady_clock::time_point start_time = steady_clock::now();
steady_clock::time_point current_time;
steady_clock::time_point previous_time = start_time;
double elapsed_seconds, increment_seconds;
// Run simulation for 5 seconds
// Run simulation for 50 increments
for (int i = 0; i < 50; ++i) {
// Measure elapsed time
steady_clock::time_point current_time = steady_clock::now();
double elapsed_seconds = duration<double>(current_time - start_time).count();
// Move the box
move_box(box, velocity, 0.1); // Simulate movement every 0.1 sec
// Measure elapsed time - both from the start, and from the previous move
current_time = steady_clock::now();
elapsed_seconds = duration<double>(current_time - start_time).count();
increment_seconds = duration<double>(current_time - previous_time).count();
previous_time = current_time;
// Print updated position
// Move the box every increment, noting the increment will vary by tiny fractions of a second each time.
move_box(box, velocity, increment_seconds);
// Print times and the updated box position
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
std::cout << "Time: " << elapsed_seconds << " sec | "
<< "Box Position: Min("
<< bg::get<0>(min_corner) << ", "
<< bg::get<1>(min_corner) << ", "
<< bg::get<2>(min_corner) << ") "
<< " Max("
<< bg::get<0>(max_corner) << ", "
<< bg::get<1>(max_corner) << ", "
<< bg::get<2>(max_corner) << ")\n";
<< "Inc: " << increment_seconds << " sec | "
<< "Box Position: Min("
<< getCoord(xcoord,min_corner) << ", "
<< getCoord(ycoord,min_corner) << ", "
<< getCoord(zcoord,min_corner) << ") "
<< " Max("
<< getCoord(xcoord, max_corner) << ", "
<< getCoord(ycoord, max_corner) << ", "
<< getCoord(zcoord, max_corner) << ")\n";
// Sleep for simulation step
boost::this_thread::sleep_for(milliseconds(100));
boost::this_thread::sleep_for(sleep_duration);
}
return 0;
@@ -128,6 +176,19 @@ int main() {
----
An example of the output:
[source,text]
----
Time: 0.209428 sec | Inc: 0.209424 sec | Box Position: Min(0.104714, 0.0628285, -0.0418857) Max(1.10471, 1.06283, 0.958114)
Time: 0.429642 sec | Inc: 0.220214 sec | Box Position: Min(0.214821, 0.128893, -0.0859284) Max(1.21482, 1.12889, 0.914072)
Time: 0.648115 sec | Inc: 0.218473 sec | Box Position: Min(0.324058, 0.194435, -0.129623) Max(1.32406, 1.19443, 0.870377)
......
----
Note:: The time increment varies slightly on each loop, and this value is used when calculating movement.
== Add Collision Detection
Most 3D simulations require collision detection, which usually has a significant impact on the performance of a simulation, particularly in three dimensions. We'll introduce a bounding volume (a larger 3D box representing the environment), and detect when our moving box collides with its boundaries.
@@ -140,7 +201,7 @@ Collision detection is handled by checking if the box's min/max corners exceed t
#include <boost/geometry.hpp>
#include <boost/chrono.hpp>
#include <boost/algorithm/clamp.hpp>
#include <boost/thread.hpp>
#include <boost/thread/thread.hpp>
namespace bg = boost::geometry;
using namespace boost::chrono;
@@ -149,43 +210,95 @@ using namespace boost::chrono;
using point3d = bg::model::point<double, 3, bg::cs::cartesian>;
using box3d = bg::model::box<point3d>;
// Function to check and handle collisions with the bounding box
void handle_collision(box3d& box, point3d& velocity, const box3d& bounds) {
for (int i = 0; i < 3; ++i) {
double min_pos = bg::get<i>(box.min_corner());
double max_pos = bg::get<i>(box.max_corner());
double bound_min = bg::get<i>(bounds.min_corner());
double bound_max = bg::get<i>(bounds.max_corner());
const int xcoord = 0;
const int ycoord = 1;
const int zcoord = 2;
const double increment = 0.2; // Guideline time increment in seconds
// If box collides with environment limits, reverse velocity
if (min_pos <= bound_min || max_pos >= bound_max) {
bg::set<i>(velocity, -bg::get<i>(velocity)); // Reverse direction
}
// Retrieve a point3d co-ordinate
double getCoord(int i, point3d p)
{
switch (i)
{
case 0: return bg::get<xcoord>(p);
case 1: return bg::get<ycoord>(p);
case 2: return bg::get<zcoord>(p);
}
}
// Function to update the position of the box
void move_box(box3d& box, point3d& velocity, double delta_time) {
// Set a point3d co-ordinate
void setCoord(int i, point3d& p, double v)
{
switch (i)
{
case 0: bg::set<xcoord>(p, v);
break;
case 1: bg::set<ycoord>(p, v);
break;
case 2: bg::set<zcoord>(p, v);
break;
}
}
// Update the position of the box
void move_box(box3d& box, const point3d& velocity, double delta_time) {
// Temporary variables for use in the movement calculations
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
// Update the box position using velocity * delta time
for (int i = 0; i < 3; ++i) {
double new_min = bg::get<i>(min_corner) + bg::get<i>(velocity) * delta_time;
double new_max = bg::get<i>(max_corner) + bg::get<i>(velocity) * delta_time;
bg::set<i>(min_corner, new_min);
bg::set<i>(max_corner, new_max);
double new_min = getCoord(i,min_corner) + (getCoord(i,velocity) * delta_time);
double new_max = getCoord(i,max_corner) + (getCoord(i,velocity) * delta_time);
// Example clamp to avoid excessive movement (Boost.Algorithm)
new_min = boost::algorithm::clamp(new_min, -100.0, 100.0);
new_max = boost::algorithm::clamp(new_max, -100.0, 100.0);
setCoord(i, min_corner, new_min);
setCoord(i, max_corner, new_max);
}
// Update the box with new corners
box = box3d(min_corner, max_corner);
}
int main() {
// Define the 3D simulation space (bounding box)
box3d bounds(point3d(-10.0, -10.0, -10.0), point3d(10.0, 10.0, 10.0));
// Function to check and handle collisions with the bounding box
void handle_collision(box3d& box, point3d& velocity, const box3d& bounds) {
for (int i = 0; i < 3; ++i) {
double min_pos = getCoord(i, box.min_corner());
double max_pos = getCoord(i, box.max_corner());
double bound_min = getCoord(i, bounds.min_corner());
double bound_max = getCoord(i, bounds.max_corner());
// Create a moving 3D box
// If box collides with environment limits, reverse velocity
if (min_pos <= bound_min || max_pos >= bound_max) {
setCoord(i, velocity, -getCoord(i, velocity)); // Reverse direction
double impact_force = std::abs(getCoord(i,velocity)); // Impact force = velocity along the impact axis
std::cout << "\nCollision with impact force: " << impact_force << "\n"
<< "New velocity : ("
<< getCoord(xcoord, velocity) << ", "
<< getCoord(ycoord, velocity) << ", "
<< getCoord(zcoord, velocity) << ")\n\n";
}
}
}
int main() {
// Set the sleep duration based on the guideline increment in seconds
boost::chrono::duration<double> sleep_duration(increment);
// Define the 3D simulation space (bounding box)
box3d bounds(point3d(-5.0, -5.0, -5.0), point3d(5.0, 5.0, 5.0));
// Create a 3D box (min corner and max corner)
box3d box(point3d(0.0, 0.0, 0.0), point3d(1.0, 1.0, 1.0));
// Define velocity (units per second)
@@ -193,48 +306,71 @@ int main() {
// Start timing
steady_clock::time_point start_time = steady_clock::now();
steady_clock::time_point current_time;
steady_clock::time_point previous_time = start_time;
double elapsed_seconds, increment_seconds;
// Run simulation for 5 seconds
for (int i = 0; i < 50; ++i) {
// Measure elapsed time
steady_clock::time_point current_time = steady_clock::now();
double elapsed_seconds = duration<double>(current_time - start_time).count();
// Run simulation for 80 increments
for (int i = 0; i < 80; ++i) {
// Move the box
move_box(box, velocity, 0.1);
// Measure elapsed time - both from the start, and from the previous move
current_time = steady_clock::now();
elapsed_seconds = duration<double>(current_time - start_time).count();
increment_seconds = duration<double>(current_time - previous_time).count();
previous_time = current_time;
// Move the box every increment, noting the increment will vary by tiny fractions of a second each time.
move_box(box, velocity, increment_seconds);
// Check for collision
handle_collision(box, velocity, bounds);
// Print updated position
// Print times and the updated box position
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
std::cout << "Time: " << elapsed_seconds << " sec | "
<< "Box Position: Min("
<< bg::get<0>(min_corner) << ", "
<< bg::get<1>(min_corner) << ", "
<< bg::get<2>(min_corner) << ") "
<< " Max("
<< bg::get<0>(max_corner) << ", "
<< bg::get<1>(max_corner) << ", "
<< bg::get<2>(max_corner) << ")\n";
<< "Inc: " << increment_seconds << " sec | "
<< "Box Position: Min("
<< getCoord(xcoord,min_corner) << ", "
<< getCoord(ycoord,min_corner) << ", "
<< getCoord(zcoord,min_corner) << ") "
<< " Max("
<< getCoord(xcoord, max_corner) << ", "
<< getCoord(ycoord, max_corner) << ", "
<< getCoord(zcoord, max_corner) << ")\n";
// Sleep for simulation step
boost::this_thread::sleep_for(milliseconds(100));
boost::this_thread::sleep_for(sleep_duration);
}
return 0;
}
----
Note:: Some features of boost:thread[] have been added to the sample. Ultimately, different objects and processes could be simulated simultaneously in different threads.
Note:: An unlikely event perhaps, but a collision between the box and two or three sides of the bounding area will be handled by this code.
An example of the output:
[source,text]
----
Time: 7.76744 sec | Inc: 0.2183 sec | Box Position: Min(3.88372, 2.33023, -1.55349) Max(4.88372, 3.33023, -0.553488)
Time: 7.98306 sec | Inc: 0.215622 sec | Box Position: Min(3.99153, 2.39492, -1.59661) Max(4.99153, 3.39492, -0.596613)
Collision with impact force: 0.5
New velocity : (-0.5, 0.3, -0.2)
Time: 8.19834 sec | Inc: 0.21528 sec | Box Position: Min(4.09917, 2.4595, -1.63967) Max(5.09917, 3.4595, -0.639669)
Time: 8.41678 sec | Inc: 0.218435 sec | Box Position: Min(3.98995, 2.52503, -1.68336) Max(4.98995, 3.52503, -0.683356)
......
----
== Deformation on Impact
Collisions rarely have no consequences. To simulate deformation on impact, we can modify the shape of the box when it collides with a boundary. The deformation will depend on the impact velocity, and we'll again use the scaling features of boost:geometry[], to adjust the box shape dynamically.
Collisions rarely have no consequences. To simulate deformation on impact, we can modify the shape of the box when it collides with a boundary.
The box will compress (scale) along the axis of impact, based on the velocity, and will slowly return to its original shape over time.
The box will deform along the axis of impact, based on the velocity.
[source,cpp]
----
@@ -242,7 +378,7 @@ The box will compress (scale) along the axis of impact, based on the velocity, a
#include <boost/geometry.hpp>
#include <boost/chrono.hpp>
#include <boost/algorithm/clamp.hpp>
#include <boost/thread.hpp>
#include <boost/thread/thread.hpp>
namespace bg = boost::geometry;
using namespace boost::chrono;
@@ -251,6 +387,47 @@ using namespace boost::chrono;
using point3d = bg::model::point<double, 3, bg::cs::cartesian>;
using box3d = bg::model::box<point3d>;
const int xcoord = 0;
const int ycoord = 1;
const int zcoord = 2;
const double increment = 0.2; // Guideline time increment in seconds
// Retrieve a point3d co-ordinate
double getCoord(int i, point3d p)
{
switch (i)
{
case 0: return bg::get<xcoord>(p);
case 1: return bg::get<ycoord>(p);
case 2: return bg::get<zcoord>(p);
}
}
// Set a point3d co-ordinate
void setCoord(int i, point3d& p, double v)
{
switch (i)
{
case 0: bg::set<xcoord>(p, v);
break;
case 1: bg::set<ycoord>(p, v);
break;
case 2: bg::set<zcoord>(p, v);
break;
}
}
// To verify deformation, calculate the volume of the box
double volume(const box3d& box) {
double dx = getCoord(xcoord, box.max_corner()) - getCoord(xcoord, box.min_corner());
double dy = getCoord(ycoord, box.max_corner()) - getCoord(ycoord, box.min_corner());
double dz = getCoord(zcoord, box.max_corner()) - getCoord(zcoord, box.min_corner());
return dx * dy * dz;
}
// Function to deform the box upon collision
void deform_box(box3d& box, int axis, double impact_force) {
// Get the box corners
@@ -262,253 +439,112 @@ void deform_box(box3d& box, int axis, double impact_force) {
deformation = boost::algorithm::clamp(deformation, 0.7, 1.0); // Prevent over-deformation
// Scale the box on the axis of impact
double center = (bg::get<axis>(min_corner) + bg::get<axis>(max_corner)) / 2.0;
bg::set<axis>(min_corner, center - (center - bg::get<axis>(min_corner)) * deformation);
bg::set<axis>(max_corner, center + (bg::get<axis>(max_corner) - center) * deformation);
double center = (getCoord(axis,min_corner) + getCoord(axis,max_corner)) / 2.0;
setCoord(axis,min_corner, center - (center - getCoord(axis,min_corner)) * deformation);
setCoord(axis,max_corner, center + (getCoord(axis,max_corner) - center) * deformation);
// Update the box
box = box3d(min_corner, max_corner);
}
// Function to gradually restore box shape
void restore_box(box3d& box, const box3d& original_box, double restore_speed) {
for (int i = 0; i < 3; ++i) {
double orig_min = bg::get<i>(original_box.min_corner());
double orig_max = bg::get<i>(original_box.max_corner());
double curr_min = bg::get<i>(box.min_corner());
double curr_max = bg::get<i>(box.max_corner());
// Update the position of the box
void move_box(box3d& box, const point3d& velocity, double delta_time) {
// Gradually move towards original shape
bg::set<i>(box.min_corner(), curr_min + (orig_min - curr_min) * restore_speed);
bg::set<i>(box.max_corner(), curr_max + (orig_max - curr_max) * restore_speed);
// Temporary variables for use in the movement calculations
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
// Update the box position using velocity * delta time
for (int i = 0; i < 3; ++i) {
double new_min = getCoord(i,min_corner) + (getCoord(i,velocity) * delta_time);
double new_max = getCoord(i,max_corner) + (getCoord(i,velocity) * delta_time);
// Example clamp to avoid excessive movement (Boost.Algorithm)
new_min = boost::algorithm::clamp(new_min, -100.0, 100.0);
new_max = boost::algorithm::clamp(new_max, -100.0, 100.0);
setCoord(i, min_corner, new_min);
setCoord(i, max_corner, new_max);
}
// Update the box with new corners
box = box3d(min_corner, max_corner);
}
// Function to check for collision and apply deformation
// Function to check and handle collisions with the bounding box
void handle_collision(box3d& box, point3d& velocity, const box3d& bounds) {
for (int i = 0; i < 3; ++i) {
double min_pos = bg::get<i>(box.min_corner());
double max_pos = bg::get<i>(box.max_corner());
double bound_min = bg::get<i>(bounds.min_corner());
double bound_max = bg::get<i>(bounds.max_corner());
double min_pos = getCoord(i, box.min_corner());
double max_pos = getCoord(i, box.max_corner());
double bound_min = getCoord(i, bounds.min_corner());
double bound_max = getCoord(i, bounds.max_corner());
// If collision occurs, reverse velocity and deform box
// If box collides with environment limits, reverse velocity
if (min_pos <= bound_min || max_pos >= bound_max) {
double impact_force = std::abs(bg::get<i>(velocity)); // Higher velocity = more deformation
bg::set<i>(velocity, -bg::get<i>(velocity)); // Reverse direction
deform_box(box, i, impact_force); // Apply deformation
setCoord(i, velocity, -getCoord(i, velocity)); // Reverse direction
double impact_force = std::abs(getCoord(i,velocity)); // Higher velocity = more deformation
deform_box(box, i, impact_force); // Apply deformation
std::cout << "\nCollision with impact force: " << impact_force << "\n"
<< "New velocity : ("
<< getCoord(xcoord, velocity) << ", "
<< getCoord(ycoord, velocity) << ", "
<< getCoord(zcoord, velocity) << "), Volume of box: "
<< volume(box) << "\n\n";
}
}
}
// Function to move the box
void move_box(box3d& box, point3d& velocity, double delta_time) {
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
for (int i = 0; i < 3; ++i) {
double new_min = bg::get<i>(min_corner) + bg::get<i>(velocity) * delta_time;
double new_max = bg::get<i>(max_corner) + bg::get<i>(velocity) * delta_time;
bg::set<i>(min_corner, new_min);
bg::set<i>(max_corner, new_max);
}
// Update box with new position
box = box3d(min_corner, max_corner);
}
int main() {
// Define the simulation space (bounding box)
box3d bounds(point3d(-10.0, -10.0, -10.0), point3d(10.0, 10.0, 10.0));
// Create a moving 3D box
// Set the sleep duration based on the guideline increment in seconds
boost::chrono::duration<double> sleep_duration(increment);
// Define the 3D simulation space (bounding box)
box3d bounds(point3d(-5.0, -5.0, -5.0), point3d(5.0, 5.0, 5.0));
// Create a 3D box (min corner and max corner)
box3d box(point3d(0.0, 0.0, 0.0), point3d(1.0, 1.0, 1.0));
box3d original_box = box; // Store original shape
// Define velocity
// Define velocity (units per second)
point3d velocity(0.5, 0.3, -0.2);
// Start timing
steady_clock::time_point start_time = steady_clock::now();
steady_clock::time_point current_time;
steady_clock::time_point previous_time = start_time;
double elapsed_seconds, increment_seconds;
// Run simulation for 5 seconds
for (int i = 0; i < 50; ++i) {
steady_clock::time_point current_time = steady_clock::now();
double elapsed_seconds = duration<double>(current_time - start_time).count();
// Run simulation for 80 increments
for (int i = 0; i < 80; ++i) {
// Move the box
move_box(box, velocity, 0.1);
// Measure elapsed time - both from the start, and from the previous move
current_time = steady_clock::now();
elapsed_seconds = duration<double>(current_time - start_time).count();
increment_seconds = duration<double>(current_time - previous_time).count();
previous_time = current_time;
// Move the box every increment, noting the increment will vary by tiny fractions of a second each time.
move_box(box, velocity, increment_seconds);
// Check for collision
handle_collision(box, velocity, bounds);
// Restore shape gradually
restore_box(box, original_box, 0.1);
// Print updated position and deformation
// Print times and the updated box position
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
std::cout << "Time: " << elapsed_seconds << " sec | "
<< "Box Min(" << bg::get<0>(min_corner) << ", " << bg::get<1>(min_corner) << ", " << bg::get<2>(min_corner) << ") "
<< " Max(" << bg::get<0>(max_corner) << ", " << bg::get<1>(max_corner) << ", " << bg::get<2>(max_corner) << ")\n";
<< "Inc: " << increment_seconds << " sec | "
<< "Box Position: Min("
<< getCoord(xcoord,min_corner) << ", "
<< getCoord(ycoord,min_corner) << ", "
<< getCoord(zcoord,min_corner) << ") "
<< " Max("
<< getCoord(xcoord, max_corner) << ", "
<< getCoord(ycoord, max_corner) << ", "
<< getCoord(zcoord, max_corner) << ")\n";
// Sleep for simulation step
boost::this_thread::sleep_for(milliseconds(100));
}
return 0;
}
----
== Narrate the Action
In any simulation, whether it be for testing and evaluation of a design, or for a game, or any other purpose, it is usually important to record the significant events in some way. To keep our sample simple, we'll dynamically generate descriptive narration for each collision.
The program now describes impacts in a human-readable way based on the velocity and axis of impact - the harder the impact the more dramatic the wording! And if collisions are complex, say with multiple axes, all events are described.
[source,cpp]
----
#include <iostream>
#include <boost/geometry.hpp>
#include <boost/chrono.hpp>
#include <boost/algorithm/clamp.hpp>
#include <boost/algorithm/string/join.hpp>
#include <boost/algorithm/string.hpp>
#include <boost/thread.hpp>
namespace bg = boost::geometry;
using namespace boost::chrono;
// Define a 3D box with min and max corners
using point3d = bg::model::point<double, 3, bg::cs::cartesian>;
using box3d = bg::model::box<point3d>;
// Generate dynamic collision messages
void print_collision_message(int axis, double impact_force, bool multiple_axes) {
std::vector<std::string> impact_descriptions;
std::string axis_desc;
if (axis == 0) axis_desc = "X";
else if (axis == 1) axis_desc = "Y";
else if (axis == 2) axis_desc = "Z";
std::string force_desc = (impact_force > 1.5) ? "hard" : "gently";
std::string surface_desc;
if (axis == 0) surface_desc = "left/right wall";
else if (axis == 1) surface_desc = "floor/ceiling";
else if (axis == 2) surface_desc = "front/back wall";
impact_descriptions.push_back("Impacted the " + surface_desc + " " + force_desc);
impact_descriptions.push_back("deformed along the " + axis_desc + " axis");
// If multiple axes are involved, mention multi-axis impact
std::string message = boost::algorithm::join(impact_descriptions, " and ");
std::cout << message << "!\n";
}
// Function to deform the box upon collision
void deform_box(box3d& box, int axis, double impact_force) {
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
double deformation = 1.0 - (impact_force * 0.2);
deformation = boost::algorithm::clamp(deformation, 0.7, 1.0);
double center = (bg::get<axis>(min_corner) + bg::get<axis>(max_corner)) / 2.0;
bg::set<axis>(min_corner, center - (center - bg::get<axis>(min_corner)) * deformation);
bg::set<axis>(max_corner, center + (bg::get<axis>(max_corner) - center) * deformation);
box = box3d(min_corner, max_corner);
}
// Function to restore box shape gradually
void restore_box(box3d& box, const box3d& original_box, double restore_speed) {
for (int i = 0; i < 3; ++i) {
double orig_min = bg::get<i>(original_box.min_corner());
double orig_max = bg::get<i>(original_box.max_corner());
double curr_min = bg::get<i>(box.min_corner());
double curr_max = bg::get<i>(box.max_corner());
bg::set<i>(box.min_corner(), curr_min + (orig_min - curr_min) * restore_speed);
bg::set<i>(box.max_corner(), curr_max + (orig_max - curr_max) * restore_speed);
}
}
// Function to check for collision and apply deformation
void handle_collision(box3d& box, point3d& velocity, const box3d& bounds) {
bool multiple_axes = false;
for (int i = 0; i < 3; ++i) {
double min_pos = bg::get<i>(box.min_corner());
double max_pos = bg::get<i>(box.max_corner());
double bound_min = bg::get<i>(bounds.min_corner());
double bound_max = bg::get<i>(bounds.max_corner());
if (min_pos <= bound_min || max_pos >= bound_max) {
double impact_force = std::abs(bg::get<i>(velocity));
bg::set<i>(velocity, -bg::get<i>(velocity)); // Reverse direction
deform_box(box, i, impact_force); // Apply deformation
print_collision_message(i, impact_force, multiple_axes); // Narrate event
multiple_axes = true;
}
}
}
// Function to move the box
void move_box(box3d& box, point3d& velocity, double delta_time) {
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
for (int i = 0; i < 3; ++i) {
double new_min = bg::get<i>(min_corner) + bg::get<i>(velocity) * delta_time;
double new_max = bg::get<i>(max_corner) + bg::get<i>(velocity) * delta_time;
bg::set<i>(min_corner, new_min);
bg::set<i>(max_corner, new_max);
}
box = box3d(min_corner, max_corner);
}
int main() {
// Define the simulation space (bounding box)
box3d bounds(point3d(-10.0, -10.0, -10.0), point3d(10.0, 10.0, 10.0));
// Create a moving 3D box
box3d box(point3d(0.0, 0.0, 0.0), point3d(1.0, 1.0, 1.0));
box3d original_box = box;
// Define velocity
point3d velocity(0.5, 0.3, -0.2);
// Start timing
steady_clock::time_point start_time = steady_clock::now();
// Run simulation for 5 seconds
for (int i = 0; i < 50; ++i) {
steady_clock::time_point current_time = steady_clock::now();
double elapsed_seconds = duration<double>(current_time - start_time).count();
// Move the box
move_box(box, velocity, 0.1);
// Check for collision
handle_collision(box, velocity, bounds);
// Restore shape gradually
restore_box(box, original_box, 0.1);
// Print updated position and deformation
point3d min_corner = box.min_corner();
point3d max_corner = box.max_corner();
std::cout << "Time: " << elapsed_seconds << " sec | "
<< "Box Min(" << bg::get<0>(min_corner) << ", " << bg::get<1>(min_corner) << ", " << bg::get<2>(min_corner) << ") "
<< " Max(" << bg::get<0>(max_corner) << ", " << bg::get<1>(max_corner) << ", " << bg::get<2>(max_corner) << ")\n";
// Sleep for simulation step
boost::this_thread::sleep_for(milliseconds(100));
boost::this_thread::sleep_for(sleep_duration);
}
return 0;
@@ -520,16 +556,19 @@ An example of the output:
[source,text]
----
Impacted the floor/ceiling hard and deformed along the Y axis!
Time: 0.2 sec | Box Min(-9.5, -9.0, -9.8) Max(-8.5, -8.5, -8.8)
Impacted the left/right wall gently and deformed along the X axis!
Time: 0.4 sec | Box Min(-8.5, -8.7, -8.6) Max(-7.5, -8.2, -7.6)
Time: 7.40482 sec | Inc: 0.20316 sec | Box Position: Min(3.70241, 2.22145, -1.48096) Max(4.70241, 3.22145, -0.480964)
Time: 7.62483 sec | Inc: 0.22001 sec | Box Position: Min(3.81242, 2.28745, -1.52497) Max(4.81242, 3.28745, -0.524966)
Time: 7.8286 sec | Inc: 0.203764 sec | Box Position: Min(3.9143, 2.34858, -1.56572) Max(4.9143, 3.34858, -0.565719)
Collision with impact force:0.5
New velocity : (-0.5, 0.3, -0.2), Volume of box: 0.9
Time: 8.03252 sec | Inc: 0.203922 sec | Box Position: Min(4.06626, 2.40976, -1.6065) Max(4.96626, 3.40976, -0.606503)
Time: 8.25219 sec | Inc: 0.219674 sec | Box Position: Min(3.95642, 2.47566, -1.65044) Max(4.85642, 3.47566, -0.650438)
----
Adding narration, visuals, or sound effects adds fun to the function of a simulation.
For a sample of multi-threading code, refer to xref:task-parallel-computation.adoc[].
It is good practice when designing a simulation of real-world activity to clearly define what is to be simulated and what is not. All simulations are simplifications to an extent, though they do tend to be large and challenging programs to write. A complex simulation might have several processes running on different threads. For a sample of multi-threading code, refer to xref:task-parallel-computation.adoc[].
== See Also