Physics simulation - rigid bodies
Lets consider a rigid body composed of $n$ particles with mass $m_\alpha$, with $\alpha = 1,2,…,n$. If we assume that the body moves with velocity V and rotates with an angular velocity $\omega$, the velocity of an individual particle is given by
\[v_\alpha = V + \omega \times r_\alpha .\]The kinetic energy is given by
\[\begin{aligned} K_\alpha &= \frac{1}{2} m_\alpha v_{\alpha}^{2} \\ K = \sum_\alpha K_\alpha &= \frac{1}{2} \sum_\alpha m_\alpha (V + \omega \times r_\alpha) \\ &= \frac{1}{2} \sum_\alpha m_\alpha V^2 + V \dot \omega \times \sum_\alpha (m_\alpha r_\alpha) + \frac{1}{2} \sum_\alpha m_\alpha (\omega \times r_\alpha)^2 . \end{aligned}\]The second term vanishes since $\sum_\alpha (m_\alpha r_\alpha)$ is the center of mass position. Thus we get
\[\begin{aligned} T_{trans} &= \frac{1}{2} M V^2 \\ T_{rot} &= \frac{1}{2} \sum_\alpha m_\alpha (\omega \times r_\alpha)^2. \end{aligned}\]Using the relation $(A \times B)^2 = (A \times B) \cdot (A \times B) = A^2 B^2 - (A \cdot B)^2$,
\[T_{rot} = \frac{1}{2} \sum_\alpha m_\alpha \big[ \omega^2 r_{\alpha}^2 - (\omega \cdot r_{\alpha})^2 \big].\]If we denote $r_\alpha = (x_{\alpha,1}, x_{\alpha,2}, x_{\alpha,3})$, and also $\omega_i = \sum_j \omega_j \delta_{ij}$, we can rewrite $T_{rot}$ so that
\[T_{rot} = \frac{1}{2} \sum_{ij} \omega_i \omega_j \sum_\alpha m_\alpha \bigg( \delta_{ij} \sum_k x_{\alpha,k}^2 - x_{\alpha,i} x_{\alpha,j} \bigg),\]we can define the Inertia tensor
\[I_{ij} = \sum_\alpha m_\alpha \bigg( \delta_{ij} \sum_k x_{\alpha,k}^2 - x_{\alpha,i} x_{\alpha,j} \bigg)\]where now
\[\begin{aligned} T_{rot} &= \frac{1}{2} \sum_{ij} I_{ij} \omega_i \omega_j \\ &= \frac{1}{2} I \omega^2 . \end{aligned}\]In the simulation, the important part will be to use $I$. Its expanded form is
\[\begin{aligned} I = \begin{Bmatrix} \sum_{\alpha} m_{\alpha} (x_{\alpha, 2}^2 + x_{\alpha, 3}^2) & -\sum_{\alpha} m_{\alpha} x_{\alpha, 1} x_{\alpha, 2} & -\sum_{\alpha} m_{\alpha} x_{\alpha, 1} x_{\alpha, 3} \\ -\sum_{\alpha} m_{\alpha} x_{\alpha, 2} x_{\alpha, 1} & \sum_{\alpha} m_{\alpha} (x_{\alpha, 1}^2 + x_{\alpha, 3}^2) & -\sum_{\alpha} m_{\alpha} x_{\alpha, 2} x_{\alpha, 3} \\ -\sum_{\alpha} m_{\alpha} x_{\alpha, 3} x_{\alpha, 1} & -\sum_{\alpha} m_{\alpha} x_{\alpha, 3} x_{\alpha, 2} & \sum_{\alpha} m_{\alpha} (x_{\alpha, 1}^2 + x_{\alpha, 2}^2) \end{Bmatrix} \end{aligned}\]We also will need to calculate the angular momentum. With a similar calculation from above, we can arrive at the equation
\[\begin{aligned} L_i &= \sum_j I_{ij} \omega_j \\ L &= I \omega. \end{aligned}\]A change in angular momentum is given by a torque
\[\tau = \dot L = \sum_\alpha r_\alpha \times F_\alpha.\]Note that I omitted the vector notation, but $\tau, L, \omega, r, F$ are all three dimensional vectors.
Simulation code
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using Plots, LinearAlgebra, Printf
# -----------------------------------------------------------------------------
# Struct
# -----------------------------------------------------------------------------
mutable struct Particle
position::Vector{Float64}
velocity::Vector{Float64}
acceleration::Vector{Float64}
mass::Float64
material::String
radius::Float64
rigidbody::Int64
end
mutable struct RigidBody
id::Int
particle_indices::Vector{Int}
cm::Vector{Float64}
V::Vector{Float64}
ω::Vector{Float64}
end
# -----------------------------------------------------------------------------
# Initialization
# -----------------------------------------------------------------------------
function create_cube!(particles, rigidbodies, id, offset, v_init, ω_init)
positions = [
[0,0,0],[1,0,0],[1,1,0],[0,1,0],
[0,0,1],[1,0,1],[1,1,1],[0,1,1]
]
indices = Int[]
for pos in positions
p = Particle(
offset .+ pos,
[0.0,0.0,0.0],
[0.0,0.0,0.0],
1.0,
"solid",
0.2,
id
)
push!(particles, p)
push!(indices, length(particles))
end
# CM
cm = calculate_center_of_mass([particles[i] for i in indices])[1]
r_list = Vector{Vector{Float64}}()
# velocity
for i in indices
r = particles[i].position .- cm
push!(r_list, copy(r))
particles[i].velocity .= cross(ω_init, r)
end
push!(rigidbodies, RigidBody(
id,
indices,
cm,
v_init,
ω_init
))
end
# -----------------------------------------------------------------------------
# Force Calculation
# -----------------------------------------------------------------------------
function calculate_gravity(particle1, mass, particles)
F_gravity = zeros(3)
for j in 1:length(particles)
if particle1 === particles[j]
continue
end
r_vec = particles[j].position - particle1.position
r = norm(r_vec)
if r > 0.0001
F_gravity += gravity_coef * particle1.mass * particles[j].mass * r_vec / (r ^ 3)
end
end
#return F_gravity
return mass * [0.0, 0.0, -10.0]
end
# -----------------------------------------------------------------------------
# Rigid bodies
# -----------------------------------------------------------------------------
function update_rigidbody!(particles, rb)
cm_old = copy(rb.cm)
# angular momentum
L = zeros(3)
for i in rb.particle_indices
p = particles[i]
r = p.position .- cm_old
L .+= p.mass .* cross(r, p.velocity)
end
I = calculate_inertia_tensor(particles, rb)
rb.ω .= inv(I) * L
# translation
a = [0.0, 0.0, -10.0]
rb.V .+= a .* dt
rb.cm .+= rb.V .* dt
# update particles
for i in rb.particle_indices
p = particles[i]
# old relative position
r = p.position .- cm_old
# rotate
r .+= cross(rb.ω, r) .* dt
p.position .= rb.cm .+ r
p.velocity .= rb.V .+ cross(rb.ω, r)
end
end
function calculate_rigidbodies!(particles, rigidbodies)
for rb in rigidbodies
update_rigidbody!(particles, rb)
end
end
function calculate_inertia_tensor(particles, rb)
I_tensor = zeros(3,3)
I3 = Matrix{Float64}(I, 3, 3) # identity
for i in rb.particle_indices
p = particles[i]
r = p.position .- rb.cm
r2 = dot(r, r)
rrT = r * transpose(r)
I_tensor .+= p.mass .* (r2 .* I3 .- rrT)
end
return I_tensor
end
function calculate_center_of_mass(particles)
total_mass = 0.0
cm_x = 0.0
cm_y = 0.0
cm_z = 0.0
for p in particles
total_mass += p.mass
cm_x += p.mass * p.position[1]
cm_y += p.mass * p.position[2]
cm_z += p.mass * p.position[3]
end
return [cm_x / total_mass, cm_y / total_mass, cm_z / total_mass], total_mass
end
# -----------------------------------------------------------------------------
# Calculate colisions
# -----------------------------------------------------------------------------
function calculate_colision!(particle1,particle2)
# elastic colision with restitution
# m1 v1 + m2 v2 = m1 v1' + m2 v2'
# C = |v2' - v1'|/|v2 - v1|
r_vec = particle1.position - particle2.position
r = norm(r_vec)
if r < particle1.radius + particle2.radius && r >= 0.0001
x1 = particle1.position
x2 = particle2.position
v1 = particle1.velocity
v2 = particle2.velocity
m1 = particle1.mass
m2 = particle2.mass
normal = (x1 - x2) / r
overlap = particle1.radius + particle2.radius - r
total_mass = m1 + m2
particle1.position .+= overlap * normal * (m2 / total_mass)
particle2.position .-= overlap * normal * (m1 / total_mass)
r = particle1.radius + particle2.radius
dv1 = - (1 + colision_restitution_coefficient) * m2 / (m1 + m2) * dot(v1 - v2, x1 - x2) * (x1 - x2) / r^2
dv2 = - (1 + colision_restitution_coefficient) * m1 / (m1 + m2) * dot(v2 - v1, x2 - x1) * (x2 - x1) / r^2
particle1.velocity .+= dv1
particle2.velocity .+= dv2
if particle1.material == "solid" || particle2.material == "solid"
#@printf "%s vel=%s %s vel=%s\n" particle1.material string(dv1) particle2.material string(dv2)
end
end
end
function calculate_colisions!(particles)
for i in 1:length(particles)
for j in i+1:length(particles)
#if particles[i].material == "water" || particles[i].material != particles[j].material
calculate_colision!(particles[i],particles[j])
#end
end
end
end
# -----------------------------------------------------------------------------
# Boundary Conditions
# -----------------------------------------------------------------------------
function apply_boundary_conditions!(particles)
for p in particles
if p.rigidbody == 0
for d in 1:3
if p.position[d] < p.radius
p.position[d] = p.radius
p.velocity[d] *= -damping
elseif p.position[d] > box_size - p.radius
p.position[d] = box_size - p.radius
p.velocity[d] *= -damping
end
end
end
end
end
# not accurate
function apply_boundary_conditions_rigidbodies!(particles, rigidbodies)
for rb in rigidbodies
for i in rb.particle_indices
p = particles[i]
for d in 1:3
if p.position[d] < p.radius
p.position[d] = p.radius
rb.V[d] *= -damping
elseif p.position[d] > box_size - p.radius
p.position[d] = box_size - p.radius
rb.V[d] *= -damping
rb.V[d] *= -damping
end
end
end
# particle velocities from rigid body
for i in rb.particle_indices
p = particles[i]
r = p.position .- rb.cm
p.velocity .= rb.V .+ cross(rb.ω, r)
end
end
end
# -----------------------------------------------------------------------------
# Main Simulation Step
# -----------------------------------------------------------------------------
function simulate_step!(particles, rigidbodies)
calculate_colisions!(particles)
calculate_rigidbodies!(particles, rigidbodies)
apply_boundary_conditions!(particles)
apply_boundary_conditions_rigidbodies!(particles, rigidbodies)
end
# -----------------------------------------------------------------------------
# Visualization
# -----------------------------------------------------------------------------
function visualize_sph(particles, step)
x = [p.position[1] for p in particles]
y = [p.position[2] for p in particles]
z = [p.position[3] for p in particles]
markersizes = [p.radius * 10 for p in particles]
plt = scatter3d(x, y, z,
markersize=markersizes,
markercolor=:gray,
xlim=(0, box_size),
ylim=(0, box_size),
zlim=(0, box_size),
title="Time $(round(step, digits=2))s",
xlabel="X", ylabel="Y", zlabel="Z",
legend=false,
camera=(30, 30),
size=(500, 600),
alpha=0.7
)
return plt
end
# -----------------------------------------------------------------------------
# Parameters
# -----------------------------------------------------------------------------
# world
const tmax = 100.0
const dt = 0.01
const box_size = 10.0
const damping = 0.0
const smoothing_length = 0.1
# colision
const colision_restitution_coefficient = 0.0
const gravity_coef = 0.1
# -----------------------------------------------------------------------------
# Main Simulation
# -----------------------------------------------------------------------------
function main()
particles = Particle[]
rigidbodies = RigidBody[]
create_cube!(particles, rigidbodies, 1, [3,3,7], [0,0,-2], [2.0,0.0,0.0])
#create_cube!(particles, rigidbodies, 2, [3,3,3], [0,0,0], [0.0,2.0,0.0])
t = 0.0
frame_count = 0
save_interval = max(1, round(Int, 0.01 / dt))
while t < tmax
if frame_count % save_interval == 0 # Save every X frame
plt = visualize_sph(particles, t)
display(plt)
#sleep(0.1)
end
simulate_step!(particles, rigidbodies)
t += dt
frame_count += 1
end
end
main()