Recently at Madman Theory Games I had quite an interesting task to do. We're working on a Diablo-like hack & slash and the lead artist wanted grass (or actually some overgrown form of grass...) to deflect when, for instance, the player is wading through or when a fireball is sweeping over it. The general idea is rather trivial: compute deflected vertices positions based on some deflectors. My initial idea was to treat an entity (like the player) as a spherical deflector, and displace vertices positions based on the distance from the deflector. So when a grass's blade is right next to the player, it is displaced by some fixed maximum amount. At the border of the sphere it is not displaced at all. This worked just fine, but made the grass blades very stiff, with completely no spring-like motion when the deflector stops affecting the blade. So put simply, it was unnatural.
To make blades swing a little like springs when a deflector stops affecting it I thought about adding some fake sinusoidal movement. That would however require tracking time telling how long a blade is not affected by deflectors at all, and scale the sinusoidal deflection based on that time. I didn't try this but I'm pretty sure that this approach would yield some problems, both with stability and realism.
I eventually came to an inevitable conclusion - I need some simple, but physics-based model to control the blades. I thought that if I implemented a simple blades movement based on some external forces, it would be much easier and prdictable to control. So the first phase was to create a test square in a 2D world and try moving it by attaching external forces to it. This turned out to be piece of cake.
The test square has a position $\mathbf{p}$ and velocity $\mathbf{v}$. We know that to move the square we should do this each frame:
\begin{eqnarray}
\mathbf{p} = \mathbf{p} + \mathbf{v} \Delta t
\end{eqnarray}
To model external forces affecting the square we need to find a way to modify $\mathbf{v}$. We know that the net force affecting the square has a value $\mathbf{F}$. We also know some of the most important formulas in the world:
\begin{eqnarray}
\mathbf{F} &=& m \mathbf{a} \cr
\mathbf{a} &=& \frac{\mathbf{F}}{m} \cr
\mathbf{a} &=& \frac{\Delta \mathbf{v}}{\Delta t} \cr
\Delta \mathbf{v} &=& \mathbf{a} \Delta t = \frac{\mathbf{F}}{m} \Delta t
\end{eqnarray}
So, we have a formula for $\Delta \mathbf{v}$. This is a value by which we should increase $\mathbf{v}$ each frame.
After all this math, let's see some code:
// do once vec3 position = vec3(0.0f, 0.0f, 0.0f); vec3 velocity = vec3(0.0f, 0.0f, 0.0f); // do each frame vec3 force = vec3(0.0f, 0.0f, 0.0f); float mass = 1.0f; // modify force here vec3 acceleration = force / mass; vec3 velocity_delta = acceleration * deltaTime; velocity += velocity_delta; position += velocity * deltaTime;This is all we need to have a simple force-based physical simulation.
Given this simple system we enter the second phase: we need to add proper forces to model believable grass motion. First of all we need a force that will deflect the blades. To do this I simply check if a blade is in a spherical deflector and apply a force vector $bladePosition - deflectorPosition$, normalized and scaled by some strength parameter. I call this stimulate force, as it stimulates the movement of the blades.
Stimulate force works very nice but it's not sufficient. You probably recall the first law of motion that says that if no force acts on a particle, it stands still or moves with a uniform speed. In our case the stimulate force causes movement and once we turn this force off, the blades would deflect into infinity because they are already in move, and no force acts on them! So we definitely need something that could stop them - some sort of friction is needed. My long-term friend and a colleague at work chomzee, who is much more skilled in physics than I am, suggested a simple solution - simply add a force that acts in the direction opposite to the velocity of a blade. This will look like this:
force -= friction * velocity;Note here that we use the velocity of a blade/particle from the previous frame to modify the force. This force is then applied to compute new velocity in the current frame.
Okay, so far we have two forces: stimulate and friction. Stimulate will make grass blades deflect, thus induce some movement, and the friction will bring the blades to a halt eventually. But there is one more piece to this puzzle. The grass blades can't stay deflected once a deflector stops acting on them. The blades need to get back to their initial positions. Here's where spring model comes handy. We can treat our grass blades as springs and use very simple spring force formula:
\begin{eqnarray}
\mathbf{F} = -k \mathbf{x}
\end{eqnarray}
In this formula $k$ is the resiliency of the spring, and $\mathbf{x}$ is a displacement vector from the initial position. The code that simulates this is:
force -= resiliency * (position - position_initial);Honestly, that is pretty much it! Using a couple lines of code and some basic understanding of Newton's laws of motion I was able to simulate a very, very realistic interactive grass animation. The game we are working on should have been finished somewhere by the end of this year so you will have the opportunity to see this system in a comercial product pretty quickly :).
There is one last thing I would like to mention. In the beginning of this post I showed a formula that we use to accumulate (integrate, so-called Euler integration) particle's position based on velocity:
\begin{eqnarray}
\mathbf{p} = \mathbf{p} + \mathbf{v} \Delta t
\end{eqnarray}
This equation is actually just an approximation to the real position of the particle after a simulation step. To be more precise, this is the first order approximation. We can modify this formula to get slightly more accurate solution (but still an approximation!):
\begin{eqnarray}
\mathbf{p} = \mathbf{p} + \mathbf{v} \Delta t + \mathbf{a} \frac{{\Delta t}^2}{2}
\end{eqnarray}
Does it look familiar? This is the second-order approximation. I would love to say something more about but I'm still a newbie when it comes to physics so you would have to wait a couple of years to hear a more solid and credible explanation from me :).
Hello Wojtek!
ReplyDeleteWhen it comes to the physics, it is rather simply think here. Lets assume, the initial speed and acceleration of particle equals 0. Initial position is p0.
Lets assume that force affecting this particle depends on time F(t).
Now you can simply compute the acceleration:
a(t) = dF(t) / dt
After that you are able to call the speed:
v(t) = int[0 to t] a(x) dx
And now the position of the point
p(t) = p0 + int[0 to t] v(x) dx
What is most important here - you can calculate it for any form of force F(t). In your post you assumed that force is constant or changes linear. Maybe it is a good idea, to change it in other way over the time? :)
Greeting
Sebastian
Of course a(t) =(1/m) fF(t) / dt
ReplyDeleteI'm not sure if that is really needed here. My simulation's time step is small enough that I can safely assume that the force acting on a particle during this step is constant.
ReplyDelete