Added per triangle stretching force and damping. This gives more realistics results. Also updated the tests.

Saying goodbye to mass-spring system!
This commit is contained in:
Irlan
2019-06-26 20:30:33 -03:00
parent 52439f3414
commit 0733ebd3be
14 changed files with 495 additions and 108 deletions

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@ -68,6 +68,7 @@
#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/spring_force.h>
#include <bounce/cloth/garment/sewing_pattern.h>

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@ -57,7 +57,8 @@ struct b3ClothDef
{
mesh = nullptr;
density = 0.0f;
structural = 0.0f;
streching = 0.0f;
sewing = 0.0f;
bending = 0.0f;
damping = 0.0f;
thickness = 0.0f;
@ -70,12 +71,15 @@ struct b3ClothDef
// Cloth density in kg/m^2
float32 density;
// Structural stiffness
float32 structural;
// Streching stiffness
float32 streching;
// Bending stiffness
float32 bending;
// Sewing stiffness
float32 sewing;
// Damping stiffness
float32 damping;
@ -152,6 +156,8 @@ public:
private:
friend class b3Particle;
friend class b3ClothTriangle;
friend class b3StrechForce;
friend class b3SpringForce;
friend class b3ClothContactManager;
// Compute mass of each particle.

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@ -42,6 +42,7 @@ public:
private:
friend class b3Cloth;
friend class b3Particle;
friend class b3StrechForce;
friend class b3ClothContactManager;
friend class b3ParticleTriangleContact;
friend class b3ClothSolver;
@ -70,6 +71,14 @@ private:
// Broadphase ID
u32 m_broadPhaseId;
// Alpha
float32 m_alpha;
// Strech matrix
float32 m_du1, m_dv1;
float32 m_du2, m_dv2;
float32 m_inv_det;
};
inline u32 b3ClothTriangle::GetTriangle() const

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@ -29,6 +29,7 @@ class b3Particle;
// Force types
enum b3ForceType
{
e_strechForce,
e_springForce,
};

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@ -120,6 +120,7 @@ private:
friend class b3ParticleTriangleContact;
friend class b3ClothContactSolver;
friend class b3Force;
friend class b3StrechForce;
friend class b3SpringForce;
b3Particle(const b3ParticleDef& def, b3Cloth* cloth);

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@ -0,0 +1,126 @@
/*
* 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_STRECH_FORCE_H
#define B3_STRECH_FORCE_H
#include <bounce/cloth/force.h>
class b3ClothTriangle;
struct b3StrechForceDef : public b3ForceDef
{
b3StrechForceDef()
{
type = e_strechForce;
}
// Triangle
b3ClothTriangle* triangle;
// Streching stiffness
float32 streching;
// Damping stiffness
float32 damping;
// Desired strechiness in u direction
float32 bu;
// Desired strechiness in v direction
float32 bv;
};
// Strech force acting on a cloth triangle.
class b3StrechForce : public b3Force
{
public:
bool HasParticle(const b3Particle* particle) const;
b3ClothTriangle* GetTriangle() const;
float32 GetStrechingStiffness() const;
float32 GetDampingStiffness() const;
b3Vec3 GetActionForce1() const;
b3Vec3 GetActionForce2() const;
b3Vec3 GetActionForce3() const;
private:
friend class b3Force;
friend class b3Cloth;
b3StrechForce(const b3StrechForceDef* def);
~b3StrechForce();
void Apply(const b3ClothForceSolverData* data);
// Solver shared
// Triangle
b3ClothTriangle* m_triangle;
// Streching stiffness
float32 m_ks;
// Damping stiffness
float32 m_kd;
// bu
float32 m_bu;
// bv
float32 m_bv;
// Action forces
b3Vec3 m_f1, m_f2, m_f3;
};
inline b3ClothTriangle* b3StrechForce::GetTriangle() const
{
return m_triangle;
}
inline float32 b3StrechForce::GetStrechingStiffness() const
{
return m_ks;
}
inline float32 b3StrechForce::GetDampingStiffness() const
{
return m_kd;
}
inline b3Vec3 b3StrechForce::GetActionForce1() const
{
return m_f1;
}
inline b3Vec3 b3StrechForce::GetActionForce2() const
{
return m_f2;
}
inline b3Vec3 b3StrechForce::GetActionForce3() const
{
return m_f3;
}
#endif