Put forces into a folder. Added soft b3MouseForce

This commit is contained in:
Irlan 2019-06-29 14:51:35 -03:00
parent dddfba5b21
commit 0393933ecf
18 changed files with 485 additions and 82 deletions

View File

@ -20,10 +20,12 @@
b3ClothDragger::b3ClothDragger(b3Ray3* ray, b3Cloth* cloth)
{
m_spring = false;
m_staticDrag = true;
m_ray = ray;
m_cloth = cloth;
m_triangle = nullptr;
m_km = 10000.0f;
m_kd = 0.0f;
}
b3ClothDragger::~b3ClothDragger()
@ -42,7 +44,8 @@ bool b3ClothDragger::StartDragging()
}
m_mesh = m_cloth->GetMesh();
m_triangle = m_mesh->triangles + rayOut.triangle;
m_triangleIndex = rayOut.triangle;
m_triangle = m_mesh->triangles + m_triangleIndex;
m_x = rayOut.fraction;
b3Particle* p1 = m_cloth->GetParticle(m_triangle->v1);
@ -68,42 +71,7 @@ bool b3ClothDragger::StartDragging()
m_u = m_v = 0.0f;
}
if (m_spring)
{
b3ParticleDef pd;
pd.type = e_staticParticle;
pd.position = B;
m_particle = m_cloth->CreateParticle(pd);
{
b3SpringForceDef sfd;
sfd.p1 = m_particle;
sfd.p2 = p1;
sfd.restLength = 0.0f;
sfd.structural = 10000.0f;
m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
}
{
b3SpringForceDef sfd;
sfd.p1 = m_particle;
sfd.p2 = p2;
sfd.restLength = 0.0f;
sfd.structural = 10000.0f;
m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
}
{
b3SpringForceDef sfd;
sfd.p1 = m_particle;
sfd.p2 = p3;
sfd.restLength = 0.0f;
sfd.structural = 10000.0f;
m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
}
}
else
if (m_staticDrag)
{
m_t1 = p1->GetType();
p1->SetType(e_staticParticle);
@ -114,6 +82,27 @@ bool b3ClothDragger::StartDragging()
m_t3 = p3->GetType();
p3->SetType(e_staticParticle);
}
else
{
b3ParticleDef pd;
pd.type = e_staticParticle;
pd.position = GetPointA();
m_particle = m_cloth->CreateParticle(pd);
b3ClothTriangle* triangle = m_cloth->GetTriangle(m_triangleIndex);
b3MouseForceDef def;
def.particle = m_particle;
def.triangle = triangle;
def.w2 = m_u;
def.w3 = m_v;
def.w4 = (1.0f - m_u - m_v);
def.mouse = m_km;
def.damping = m_kd;
m_mf = (b3MouseForce*)m_cloth->CreateForce(def);
}
return true;
}
@ -127,11 +116,7 @@ void b3ClothDragger::Drag()
b3Vec3 dx = B - A;
if (m_spring)
{
m_particle->SetPosition(B);
}
else
if (m_staticDrag)
{
b3Particle* p1 = m_cloth->GetParticle(m_triangle->v1);
p1->ApplyTranslation(dx);
@ -142,11 +127,15 @@ void b3ClothDragger::Drag()
b3Particle* p3 = m_cloth->GetParticle(m_triangle->v3);
p3->ApplyTranslation(dx);
}
else
{
m_particle->SetPosition(B);
}
}
void b3ClothDragger::SetSpring(bool bit)
void b3ClothDragger::SetStaticDrag(bool bit)
{
if (bit == m_spring)
if (bit == m_staticDrag)
{
return;
}
@ -156,26 +145,24 @@ void b3ClothDragger::SetSpring(bool bit)
StopDragging();
}
m_spring = bit;
m_staticDrag = bit;
}
void b3ClothDragger::StopDragging()
{
B3_ASSERT(IsDragging() == true);
if (m_spring)
{
m_cloth->DestroyForce(m_s1);
m_cloth->DestroyForce(m_s2);
m_cloth->DestroyForce(m_s3);
m_cloth->DestroyParticle(m_particle);
}
else
if (m_staticDrag)
{
m_cloth->GetParticle(m_triangle->v1)->SetType(m_t1);
m_cloth->GetParticle(m_triangle->v2)->SetType(m_t2);
m_cloth->GetParticle(m_triangle->v3)->SetType(m_t3);
}
else
{
m_cloth->DestroyForce(m_mf);
m_cloth->DestroyParticle(m_particle);
}
m_triangle = nullptr;
}

View File

@ -23,7 +23,8 @@
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/forces/mouse_force.h>
// A cloth triangle dragger.
class b3ClothDragger
@ -32,9 +33,17 @@ public:
b3ClothDragger(b3Ray3* ray, b3Cloth* cloth);
~b3ClothDragger();
void SetSpring(bool bit);
void SetStaticDrag(bool bit);
bool GetSpring() const;
bool GetStaticDrag() const;
void SetMouseStiffness(float32 k);
float32 GetMouseStiffness();
void SetMouseDamping(float32 k);
float32 GetMouseDamping();
bool IsDragging() const;
@ -53,22 +62,42 @@ private:
b3Cloth* m_cloth;
const b3ClothMesh* m_mesh;
u32 m_triangleIndex;
b3ClothMeshTriangle* m_triangle;
float32 m_u, m_v;
bool m_spring;
float32 m_km;
float32 m_kd;
b3Particle* m_particle;
b3SpringForce* m_s1;
b3SpringForce* m_s2;
b3SpringForce* m_s3;
b3MouseForce* m_mf;
bool m_staticDrag;
b3ParticleType m_t1, m_t2, m_t3;
};
inline bool b3ClothDragger::GetSpring() const
inline bool b3ClothDragger::GetStaticDrag() const
{
return m_spring;
return m_staticDrag;
}
inline void b3ClothDragger::SetMouseStiffness(float32 k)
{
m_km = k;
}
inline float32 b3ClothDragger::GetMouseStiffness()
{
return m_km;
}
inline void b3ClothDragger::SetMouseDamping(float32 k)
{
m_kd = k;
}
inline float32 b3ClothDragger::GetMouseDamping()
{
return m_kd;
}
inline bool b3ClothDragger::IsDragging() const

View File

@ -68,9 +68,11 @@
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/shear_force.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/forces/strech_force.h>
#include <bounce/cloth/forces/shear_force.h>
#include <bounce/cloth/forces/spring_force.h>
#include <bounce/cloth/forces/mouse_force.h>
#include <bounce/cloth/garment/sewing_pattern.h>
#include <bounce/cloth/garment/garment.h>

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@ -163,6 +163,7 @@ private:
friend class b3ShearForce;
friend class b3StrechForce;
friend class b3SpringForce;
friend class b3MouseForce;
friend class b3ClothContactManager;
// Compute mass of each particle.

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@ -44,6 +44,7 @@ private:
friend class b3Particle;
friend class b3ShearForce;
friend class b3StrechForce;
friend class b3MouseForce;
friend class b3ClothContactManager;
friend class b3ParticleTriangleContact;
friend class b3ClothSolver;

View File

@ -32,6 +32,7 @@ enum b3ForceType
e_strechForce,
e_shearForce,
e_springForce,
e_mouseForce,
};
struct b3ForceDef

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@ -0,0 +1,140 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_MOUSE_FORCE_H
#define B3_MOUSE_FORCE_H
#include <bounce/cloth/forces/force.h>
class b3ClothTriangle;
struct b3MouseForceDef : public b3ForceDef
{
b3MouseForceDef()
{
type = e_mouseForce;
}
// Particle
b3Particle* particle;
// Triangle
b3ClothTriangle* triangle;
// Barycentric coordinates on triangle
float32 w2, w3, w4;
// Mouse stiffness
float32 mouse;
// Damping stiffness
float32 damping;
};
// Mouse force acting on a particle and triangle.
class b3MouseForce : public b3Force
{
public:
bool HasParticle(const b3Particle* particle) const;
b3Particle* GetParticle() const;
b3ClothTriangle* GetTriangle() const;
float32 GetMouseStiffness() const;
float32 GetDampingStiffness() const;
b3Vec3 GetActionForce1() const;
b3Vec3 GetActionForce2() const;
b3Vec3 GetActionForce3() const;
b3Vec3 GetActionForce4() const;
private:
friend class b3Force;
friend class b3Cloth;
b3MouseForce(const b3MouseForceDef* def);
~b3MouseForce();
void Apply(const b3ClothForceSolverData* data);
// Solver shared
// Particle
b3Particle* m_particle;
// Triangle
b3ClothTriangle* m_triangle;
// Barycentric coordinates
float32 m_w2, m_w3, m_w4;
// Mouse stiffness
float32 m_km;
// Damping stiffness
float32 m_kd;
// Action forces
b3Vec3 m_f1, m_f2, m_f3, m_f4;
};
inline b3Particle* b3MouseForce::GetParticle() const
{
return m_particle;
}
inline b3ClothTriangle* b3MouseForce::GetTriangle() const
{
return m_triangle;
}
inline float32 b3MouseForce::GetMouseStiffness() const
{
return m_km;
}
inline float32 b3MouseForce::GetDampingStiffness() const
{
return m_kd;
}
inline b3Vec3 b3MouseForce::GetActionForce1() const
{
return m_f1;
}
inline b3Vec3 b3MouseForce::GetActionForce2() const
{
return m_f2;
}
inline b3Vec3 b3MouseForce::GetActionForce3() const
{
return m_f3;
}
inline b3Vec3 b3MouseForce::GetActionForce4() const
{
return m_f4;
}
#endif

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@ -19,7 +19,7 @@
#ifndef B3_SHEAR_FORCE_H
#define B3_SHEAR_FORCE_H
#include <bounce/cloth/force.h>
#include <bounce/cloth/forces/force.h>
class b3ClothTriangle;

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@ -19,7 +19,7 @@
#ifndef B3_SPRING_FORCE_H
#define B3_SPRING_FORCE_H
#include <bounce/cloth/force.h>
#include <bounce/cloth/forces/force.h>
struct b3SpringForceDef : public b3ForceDef
{

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@ -19,7 +19,7 @@
#ifndef B3_STRECH_FORCE_H
#define B3_STRECH_FORCE_H
#include <bounce/cloth/force.h>
#include <bounce/cloth/forces/force.h>
class b3ClothTriangle;

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@ -123,6 +123,7 @@ private:
friend class b3StrechForce;
friend class b3ShearForce;
friend class b3SpringForce;
friend class b3MouseForce;
b3Particle(const b3ParticleDef& def, b3Cloth* cloth);
~b3Particle();

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@ -20,10 +20,9 @@
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/force.h>
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/shear_force.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/forces/strech_force.h>
#include <bounce/cloth/forces/shear_force.h>
#include <bounce/cloth/forces/spring_force.h>
#include <bounce/cloth/cloth_solver.h>
#include <bounce/common/draw.h>

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@ -18,7 +18,7 @@
#include <bounce/cloth/cloth_force_solver.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/force.h>
#include <bounce/cloth/forces/force.h>
#include <bounce/sparse/dense_vec3.h>
#include <bounce/sparse/diag_mat33.h>
#include <bounce/sparse/sparse_mat33.h>

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@ -16,10 +16,11 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/force.h>
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/shear_force.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/forces/force.h>
#include <bounce/cloth/forces/strech_force.h>
#include <bounce/cloth/forces/shear_force.h>
#include <bounce/cloth/forces/spring_force.h>
#include <bounce/cloth/forces/mouse_force.h>
b3Force* b3Force::Create(const b3ForceDef* def)
{
@ -44,6 +45,12 @@ b3Force* b3Force::Create(const b3ForceDef* def)
force = new (block) b3SpringForce((b3SpringForceDef*)def);
break;
}
case e_mouseForce:
{
void* block = b3Alloc(sizeof(b3MouseForce));
force = new (block) b3MouseForce((b3MouseForceDef*)def);
break;
}
default:
{
B3_ASSERT(false);
@ -81,6 +88,13 @@ void b3Force::Destroy(b3Force* force)
b3Free(force);
break;
}
case e_mouseForce:
{
b3MouseForce* o = (b3MouseForce*)force;
o->~b3MouseForce();
b3Free(force);
break;
}
default:
{
B3_ASSERT(false);

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@ -0,0 +1,228 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/forces/mouse_force.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/cloth_force_solver.h>
#include <bounce/sparse/dense_vec3.h>
#include <bounce/sparse/sparse_mat33.h>
b3MouseForce::b3MouseForce(const b3MouseForceDef* def)
{
m_type = e_mouseForce;
m_particle = def->particle;
m_triangle = def->triangle;
m_w2 = def->w2;
m_w3 = def->w3;
m_w4 = def->w4;
m_km = def->mouse;
m_kd = def->damping;
m_f1.SetZero();
m_f2.SetZero();
m_f3.SetZero();
m_f4.SetZero();
}
b3MouseForce::~b3MouseForce()
{
}
bool b3MouseForce::HasParticle(const b3Particle* particle) const
{
b3Cloth* cloth = m_triangle->m_cloth;
u32 triangleIndex = m_triangle->m_triangle;
b3ClothMeshTriangle* triangle = cloth->m_mesh->triangles + triangleIndex;
b3Particle* p1 = cloth->m_particles[triangle->v1];
b3Particle* p2 = cloth->m_particles[triangle->v2];
b3Particle* p3 = cloth->m_particles[triangle->v3];
return m_particle == particle || p1 == particle || p2 == particle || p3 == particle;
}
void b3MouseForce::Apply(const b3ClothForceSolverData* data)
{
b3Cloth* cloth = m_triangle->m_cloth;
u32 triangleIndex = m_triangle->m_triangle;
b3ClothMeshTriangle* triangle = cloth->m_mesh->triangles + triangleIndex;
b3Particle* p1 = m_particle;
b3Particle* p2 = cloth->m_particles[triangle->v1];
b3Particle* p3 = cloth->m_particles[triangle->v2];
b3Particle* p4 = cloth->m_particles[triangle->v3];
u32 i1 = p1->m_solverId;
u32 i2 = p2->m_solverId;
u32 i3 = p3->m_solverId;
u32 i4 = p4->m_solverId;
b3DenseVec3& x = *data->x;
b3DenseVec3& v = *data->v;
b3DenseVec3& f = *data->f;
b3SparseMat33& dfdx = *data->dfdx;
b3SparseMat33& dfdv = *data->dfdv;
b3Vec3 x1 = x[i1];
b3Vec3 x2 = x[i2];
b3Vec3 x3 = x[i3];
b3Vec3 x4 = x[i4];
b3Vec3 v1 = v[i1];
b3Vec3 v2 = v[i2];
b3Vec3 v3 = v[i3];
b3Vec3 v4 = v[i4];
b3Mat33 I; I.SetIdentity();
m_f1.SetZero();
m_f2.SetZero();
m_f3.SetZero();
m_f4.SetZero();
b3Vec3 c2 = m_w2 * x2 + m_w3 * x3 + m_w4 * x4;
b3Vec3 d = x1 - c2;
float32 len = b3Length(d);
if (len > 0.0f)
{
b3Vec3 n = d / len;
// Jacobian
b3Vec3 dCdx[4];
dCdx[0] = n;
dCdx[1] = -m_w2 * n;
dCdx[2] = -m_w3 * n;
dCdx[3] = -m_w4 * n;
if (m_km > 0.0f)
{
float32 C = len;
// Force
b3Vec3 fs[4];
for (u32 i = 0; i < 4; ++i)
{
fs[i] = -m_km * C * dCdx[i];
}
m_f1 += fs[0];
m_f2 += fs[1];
m_f3 += fs[2];
m_f4 += fs[3];
// Jacobian
b3Mat33 J[4][4];
for (u32 i = 0; i < 4; ++i)
{
for (u32 j = 0; j < 4; ++j)
{
//b3Mat33 d2Cvxij;
//b3Mat33 Jij = -m_km * (b3Outer(dCdx[i], dCdx[j]) + C * d2Cvxij);
b3Mat33 Jij = -m_km * b3Outer(dCdx[i], dCdx[j]);
J[i][j] = Jij;
}
}
dfdx(i1, i1) += J[0][0];
dfdx(i1, i2) += J[0][1];
dfdx(i1, i3) += J[0][2];
dfdx(i1, i4) += J[0][3];
dfdx(i2, i1) += J[1][0];
dfdx(i2, i2) += J[1][1];
dfdx(i2, i3) += J[1][2];
dfdx(i2, i4) += J[1][3];
dfdx(i3, i1) += J[2][0];
dfdx(i3, i2) += J[2][1];
dfdx(i3, i3) += J[2][2];
dfdx(i3, i4) += J[2][3];
dfdx(i4, i1) += J[3][0];
dfdx(i4, i2) += J[3][1];
dfdx(i4, i3) += J[3][2];
dfdx(i4, i4) += J[3][3];
}
if (m_kd > 0.0f)
{
b3Vec3 vs[4] = { v1, v2, v3, v4 };
float32 dCdt = 0.0f;
for (u32 i = 0; i < 4; ++i)
{
dCdt += b3Dot(dCdx[i], vs[i]);
}
// Force
b3Vec3 fs[4];
for (u32 i = 0; i < 4; ++i)
{
fs[i] = -m_kd * dCdt * dCdx[i];
}
m_f1 += fs[0];
m_f2 += fs[1];
m_f3 += fs[2];
m_f4 += fs[3];
// Jacobian
b3Mat33 J[4][4];
for (u32 i = 0; i < 4; ++i)
{
for (u32 j = 0; j < 4; ++j)
{
b3Mat33 Jij = -m_kd * b3Outer(dCdx[i], dCdx[j]);
J[i][j] = Jij;
}
}
dfdv(i1, i1) += J[0][0];
dfdv(i1, i2) += J[0][1];
dfdv(i1, i3) += J[0][2];
dfdv(i1, i4) += J[0][3];
dfdv(i2, i1) += J[1][0];
dfdv(i2, i2) += J[1][1];
dfdv(i2, i3) += J[1][2];
dfdv(i2, i4) += J[1][3];
dfdv(i3, i1) += J[2][0];
dfdv(i3, i2) += J[2][1];
dfdv(i3, i3) += J[2][2];
dfdv(i3, i4) += J[2][3];
dfdv(i4, i1) += J[3][0];
dfdv(i4, i2) += J[3][1];
dfdv(i4, i3) += J[3][2];
dfdv(i4, i4) += J[3][3];
}
}
f[i1] += m_f1;
f[i2] += m_f2;
f[i3] += m_f3;
f[i4] += m_f4;
}

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@ -16,7 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/shear_force.h>
#include <bounce/cloth/forces/shear_force.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth.h>

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@ -16,7 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/forces/spring_force.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_force_solver.h>
#include <bounce/sparse/dense_vec3.h>

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@ -16,7 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/forces/strech_force.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth.h>