add a small framework of garments, update the related tests

This commit is contained in:
Irlan 2018-05-23 03:54:02 -03:00
parent aebe39143d
commit 109f23da49
16 changed files with 1037 additions and 145 deletions

View File

@ -61,8 +61,9 @@
#include <testbed/tests/multiple_pendulum.h>
#include <testbed/tests/cloth_test.h>
#include <testbed/tests/spring_cloth_test.h>
#include <testbed/tests/spring_cloth.h>
#include <testbed/tests/spring_cloth_contact.h>
#include <testbed/tests/table_cloth.h>
#include <testbed/tests/pinned_cloth.h>
#include <testbed/tests/shirt.h>
#include <testbed/tests/mass_types.h>
#include <testbed/tests/tension_mapping.h>
#include <testbed/tests/single_pendulum.h>
@ -113,11 +114,12 @@ TestEntry g_tests[] =
{ "Initial Overlap", &InitialOverlap::Create },
{ "Multiple Pendulum", &MultiplePendulum::Create },
{ "Cloth", &Cloth::Create },
{ "Mass-Spring System", &MassSpring::Create },
{ "Spring Cloth", &SpringCloth::Create },
{ "Spring Cloth Contact", &SpringClothContact::Create },
{ "Table Cloth", &TableCloth::Create },
{ "Pinned Cloth", &PinnedCloth::Create },
{ "Shirt", &Shirt::Create },
{ "Mass Types", &MassTypes::Create },
{ "Tension Mapping", &TensionMapping::Create },
{ "Mass-Spring System", &MassSpring::Create },
{ "Single Pendulum", &SinglePendulum::Create },
{ "Rope", &Rope::Create },
{ NULL, NULL }

View File

@ -19,36 +19,16 @@
#ifndef MASS_TYPES_H
#define MASS_TYPES_H
class MassTypes : public SpringClothTest
class MassTypes : public PinnedCloth
{
public:
MassTypes()
{
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.ks = 100000.0f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
b3AABB3 aabb;
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
for (u32 i = 0; i < def.mesh->vertexCount; ++i)
{
if (aabb.Contains(def.mesh->vertices[i]))
{
m_cloth.SetType(i, b3MassType::e_staticMass);
}
}
}
void Step()
{
SpringClothTest::Step();
PinnedCloth::Step();
g_draw->DrawString(b3Color_white, "S - Static");
g_draw->DrawString(b3Color_white, "D - Dynamic");
@ -56,30 +36,29 @@ public:
g_draw->DrawString(b3Color_white, "Arrows - Apply Force/Velocity/Position");
}
void SetClothType(b3MassType type)
{
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
{
m_cloth.SetType(i, type);
}
}
void KeyDown(int button)
{
if (button == GLFW_KEY_S)
{
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
{
m_cloth.SetType(i, b3MassType::e_staticMass);
}
SetClothType(b3MassType::e_staticMass);
}
if (button == GLFW_KEY_K)
{
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
{
m_cloth.SetType(i, b3MassType::e_kinematicMass);
}
SetClothType(b3MassType::e_kinematicMass);
}
if (button == GLFW_KEY_D)
{
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
{
m_cloth.SetType(i, b3MassType::e_dynamicMass);
}
SetClothType(b3MassType::e_dynamicMass);
}
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
@ -191,8 +170,6 @@ public:
{
return new MassTypes();
}
b3GridMesh<10, 10> m_clothMesh;
};
#endif

View File

@ -0,0 +1,79 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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 PINNED_CLOTH_H
#define PINNED_CLOTH_H
class PinnedCloth : public SpringClothTest
{
public:
PinnedCloth()
{
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
m_gridClothMesh.vertices = m_gridMesh.vertices;
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
m_gridClothMeshMesh.startVertex = 0;
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
m_gridClothMeshMesh.startTriangle = 0;
m_gridClothMesh.meshCount = 1;
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
m_gridClothMesh.sewingLineCount = 0;
m_gridClothMesh.sewingLines = nullptr;
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_gridClothMesh;
def.density = 0.2f;
def.ks = 10000.0f;
def.kd = 0.0f;
def.r = 0.05f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
b3AABB3 aabb;
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
{
if (aabb.Contains(m_cloth.GetPosition(i)))
{
m_cloth.SetType(i, b3MassType::e_staticMass);
}
}
}
static Test* Create()
{
return new PinnedCloth();
}
b3GridMesh<10, 10> m_gridMesh;
b3ClothMeshMesh m_gridClothMeshMesh;
b3ClothMesh m_gridClothMesh;
};
#endif

View File

@ -0,0 +1,80 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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 SHIRT_H
#define SHIRT_H
#include <bounce/garment/garment.h>
#include <bounce/garment/sewing_pattern.h>
#include <bounce/garment/garment_mesh.h>
class Shirt : public SpringClothTest
{
public:
Shirt()
{
// Generate 2D mesh
m_shirtGarmentMesh.Set(&m_shirtGarment, 0.1f);
// Create 3D mesh
m_shirtClothMesh.Set(&m_shirtGarmentMesh);
// Perform fitting
for (u32 i = 0; i < 3; ++i)
{
b3ClothMeshMesh* front = m_shirtClothMesh.meshes + i;
for (u32 j = 0; j < front->vertexCount; ++j)
{
u32 v = front->startVertex + j;
m_shirtClothMesh.vertices[v].z = -1.0f;
}
}
for (u32 i = 3; i < 6; ++i)
{
b3ClothMeshMesh* back = m_shirtClothMesh.meshes + i;
for (u32 j = 0; j < back->vertexCount; ++j)
{
u32 v = back->startVertex + j;
m_shirtClothMesh.vertices[v].z = 1.0f;
}
}
// Create cloth
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_shirtClothMesh;
def.density = 0.2f;
def.ks = 10000.0f;
def.r = 0.2f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
}
static Test* Create()
{
return new Shirt();
}
b3ShirtGarment m_shirtGarment;
b3GarmentMesh m_shirtGarmentMesh;
b3GarmentClothMesh m_shirtClothMesh;
};
#endif

View File

@ -43,8 +43,8 @@ public:
{
B3_ASSERT(m_isSelected);
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Vec3 A = m->vertices[t->v1];
b3Vec3 B = m->vertices[t->v2];
@ -70,8 +70,8 @@ public:
m_isSelected = true;
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
m_t1 = m_cloth->GetType(t->v1);
m_cloth->SetType(t->v1, b3MassType::e_staticMass);
@ -108,8 +108,8 @@ public:
{
B3_ASSERT(m_isSelected);
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
b3Vec3 A = GetPointA();
b3Vec3 B = GetPointB();
@ -135,8 +135,8 @@ public:
m_isSelected = false;
b3Mesh* m = m_cloth->GetMesh();
b3Triangle* t = m->triangles + m_selection;
b3ClothMesh* m = m_cloth->GetMesh();
b3ClothMeshTriangle* t = m->triangles + m_selection;
m_cloth->SetType(t->v1, m_t1);
m_cloth->SetType(t->v2, m_t2);
@ -144,22 +144,99 @@ public:
}
private:
bool RayCast(b3RayCastOutput* output, u32 triangleIndex) const
{
b3ClothMesh* mesh = m_cloth->GetMesh();
B3_ASSERT(triangleIndex < mesh->triangleCount);
b3ClothMeshTriangle* triangle = mesh->triangles + triangleIndex;
b3Vec3 v1 = mesh->vertices[triangle->v1];
b3Vec3 v2 = mesh->vertices[triangle->v2];
b3Vec3 v3 = mesh->vertices[triangle->v3];
b3Vec3 p1 = m_ray->A();
b3Vec3 p2 = m_ray->B();
b3Vec3 d = p2 - p1;
float32 maxFraction = b3Length(d);
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();
float32 numerator = b3Dot(n, v1 - p1);
float32 denominator = b3Dot(n, d);
if (denominator == 0.0f)
{
return false;
}
float32 t = numerator / denominator;
// Is the intersection not on the segment?
if (t < 0.0f || maxFraction < t)
{
return false;
}
b3Vec3 q = p1 + t * d;
// Barycentric coordinates for q
b3Vec3 Q = q;
b3Vec3 A = v1;
b3Vec3 B = v2;
b3Vec3 C = v3;
b3Vec3 AB = B - A;
b3Vec3 AC = C - A;
b3Vec3 QA = A - Q;
b3Vec3 QB = B - Q;
b3Vec3 QC = C - Q;
b3Vec3 QB_x_QC = b3Cross(QB, QC);
b3Vec3 QC_x_QA = b3Cross(QC, QA);
b3Vec3 QA_x_QB = b3Cross(QA, QB);
b3Vec3 AB_x_AC = b3Cross(AB, AC);
float32 u = b3Dot(QB_x_QC, AB_x_AC);
float32 v = b3Dot(QC_x_QA, AB_x_AC);
float32 w = b3Dot(QA_x_QB, AB_x_AC);
// This tolerance helps intersections lying on
// shared edges to not be missed.
const float32 kTol = -0.005f;
// Is the intersection on the triangle?
if (u > kTol && v > kTol && w > kTol)
{
output->fraction = t;
// Does the ray start from below or above the triangle?
if (numerator > 0.0f)
{
output->normal = -n;
}
else
{
output->normal = n;
}
return true;
}
return false;
}
bool Select(u32& selection, float32& fraction) const
{
b3Mesh* m = m_cloth->GetMesh();
b3MeshShape ms;
ms.m_mesh = m;
b3ClothMesh* m = m_cloth->GetMesh();
b3RayCastInput input;
input.p1 = m_ray->A();
input.p2 = m_ray->B();
input.maxFraction = m_ray->fraction;
b3Transform transform;
transform.SetIdentity();
float32 minFraction = B3_MAX_FLOAT;
b3Vec3 minNormal(0.0f, 0.0f, 0.0f);
u32 minIndex = ~0;
@ -167,7 +244,7 @@ private:
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3RayCastOutput subOutput;
if (ms.RayCast(&subOutput, input, transform, i) == true)
if (RayCast(&subOutput, i) == true)
{
if (subOutput.fraction < minFraction)
{

View File

@ -0,0 +1,85 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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 TABLE_CLOTH_H
#define TABLE_CLOTH_H
class TableCloth : public SpringClothTest
{
public:
TableCloth()
{
// Shift vertices up
for (u32 i = 0; i < m_gridMesh.vertexCount; ++i)
{
m_gridMesh.vertices[i].y = 5.0f;
}
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
m_gridClothMesh.vertices = m_gridMesh.vertices;
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
m_gridClothMeshMesh.startVertex = 0;
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
m_gridClothMeshMesh.startTriangle = 0;
m_gridClothMesh.meshCount = 1;
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
m_gridClothMesh.sewingLineCount = 0;
m_gridClothMesh.sewingLines = nullptr;
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_gridClothMesh;
def.density = 0.2f;
def.ks = 10000.0f;
def.kd = 0.0f;
def.r = 0.05f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
m_tableHull.SetAsCylinder(5.0f, 2.0f);
m_tableShape.m_hull = &m_tableHull;
m_tableShape.m_radius = 0.2f;
m_tableShape.SetFriction(1.0f);
m_cloth.AddShape(&m_tableShape);
}
static Test* Create()
{
return new TableCloth();
}
b3GridMesh<10, 10> m_gridMesh;
b3ClothMeshMesh m_gridClothMeshMesh;
b3ClothMesh m_gridClothMesh;
b3QHull m_tableHull;
b3HullShape m_tableShape;
};
#endif

View File

@ -60,11 +60,31 @@ class TensionMapping : public SpringClothTest
public:
TensionMapping()
{
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
m_gridClothMesh.vertices = m_gridMesh.vertices;
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
m_gridClothMeshMesh.startVertex = 0;
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
m_gridClothMeshMesh.startTriangle = 0;
m_gridClothMesh.meshCount = 1;
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
m_gridClothMesh.sewingLineCount = 0;
m_gridClothMesh.sewingLines = nullptr;
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_clothMesh;
def.mesh = &m_gridClothMesh;
def.density = 0.2f;
def.ks = 100000.0f;
def.ks = 10000.0f;
def.kd = 0.0f;
def.r = 0.2f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
m_cloth.Initialize(def);
@ -73,9 +93,9 @@ public:
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
for (u32 i = 0; i < def.mesh->vertexCount; ++i)
for (u32 i = 0; i < m_cloth.GetMassCount(); ++i)
{
if (aabb.Contains(def.mesh->vertices[i]))
if (aabb.Contains(m_cloth.GetPosition(i)))
{
m_cloth.SetType(i, b3MassType::e_staticMass);
}
@ -92,13 +112,13 @@ public:
b3StackArray<b3Vec3, 100> T;
m_cloth.GetTension(T);
for (u32 i = 0; i < m_clothMesh.triangleCount; ++i)
for (u32 i = 0; i < m_gridClothMesh.triangleCount; ++i)
{
b3Triangle* t = m_clothMesh.triangles + i;
b3ClothMeshTriangle* t = m_gridClothMesh.triangles + i;
b3Vec3 v1 = m_clothMesh.vertices[t->v1];
b3Vec3 v2 = m_clothMesh.vertices[t->v2];
b3Vec3 v3 = m_clothMesh.vertices[t->v3];
b3Vec3 v1 = m_gridClothMesh.vertices[t->v1];
b3Vec3 v2 = m_gridClothMesh.vertices[t->v2];
b3Vec3 v3 = m_gridClothMesh.vertices[t->v3];
b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
@ -142,7 +162,9 @@ public:
return new TensionMapping();
}
b3GridMesh<10, 10> m_clothMesh;
b3GridMesh<10, 10> m_gridMesh;
b3ClothMeshMesh m_gridClothMeshMesh;
b3ClothMesh m_gridClothMesh;
};
#endif

View File

@ -57,8 +57,11 @@
#include <bounce/dynamics/contacts/mesh_contact.h>
#include <bounce/dynamics/rope/rope.h>
#include <bounce/dynamics/cloth/cloth_mesh.h>
#include <bounce/dynamics/cloth/cloth.h>
#include <bounce/dynamics/cloth/spring_cloth.h>
#include <bounce/dynamics/body.h>
//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>

View File

@ -16,41 +16,54 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SPRING_CLOTH_CONTACT_H
#define SPRING_CLOTH_CONTACT_H
#ifndef B3_CLOTH_MESH_H
#define B3_CLOTH_MESH_H
class SpringClothContact : public SpringClothTest
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
struct b3ClothMeshTriangle
{
public:
SpringClothContact()
{
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.ks = 1000.0f;
def.kd = 0.0f;
def.r = 0.2f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
u32 v1, v2, v3;
};
m_cloth.Initialize(def);
struct b3ClothMeshMesh
{
u32 vertexCount;
u32 startVertex;
u32 triangleCount;
u32 startTriangle;
};
m_clothCapsule.m_centers[0].Set(0.0f, -2.0f, 2.0f);
m_clothCapsule.m_centers[1].Set(0.0f, -2.0f, -2.0f);
m_clothCapsule.m_radius = 2.0f;
m_clothCapsule.SetFriction(1.0f);
struct b3ClothMeshSewingLine
{
u32 s1, s2;
u32 v1, v2;
};
m_cloth.AddShape(&m_clothCapsule);
}
struct b3ClothMesh
{
u32 vertexCount;
b3Vec3* vertices;
u32 triangleCount;
b3ClothMeshTriangle* triangles;
u32 meshCount;
b3ClothMeshMesh* meshes;
u32 sewingLineCount;
b3ClothMeshSewingLine* sewingLines;
};
static Test* Create()
{
return new SpringClothContact();
}
struct b3GarmentMesh;
b3GridMesh<10, 10> m_clothMesh;
b3CapsuleShape m_clothCapsule;
// Convenience structure.
struct b3GarmentClothMesh : public b3ClothMesh
{
b3GarmentClothMesh();
~b3GarmentClothMesh();
// Maps a given garment mesh to this mesh.
// This garment mesh must be empty.
void Set(const b3GarmentMesh* garment);
};
#endif

View File

@ -29,7 +29,7 @@ class b3StackAllocator;
class b3Shape;
struct b3Mesh;
struct b3ClothMesh;
struct b3SpringClothDef
{
@ -49,7 +49,7 @@ struct b3SpringClothDef
b3StackAllocator* allocator;
// Cloth mesh
b3Mesh* mesh;
b3ClothMesh* mesh;
// Cloth density in kg/m^3
float32 density;
@ -64,8 +64,8 @@ struct b3SpringClothDef
float32 kd;
// Mass radius
// Typically this is value is small and is intended for correcting visual artifacts when
// the cloth is colliding against a solid.
// This should be a small value. It can be used for correcting visual artifacts when
// the masses are colliding against a solid.
float32 r;
// Acceleration due to gravity (m/s^2)
@ -75,7 +75,8 @@ struct b3SpringClothDef
enum b3SpringType
{
e_strechSpring,
e_bendSpring
e_bendSpring,
// e_sewingSpring
};
struct b3Spring
@ -138,7 +139,7 @@ public:
void Initialize(const b3SpringClothDef& def);
// Return the cloth mesh used to initialize this cloth.
b3Mesh* GetMesh() const;
b3ClothMesh* GetMesh() const;
// Set the gravitational acceleration applied to this cloth.
// Units are m/s^2.
@ -210,7 +211,7 @@ protected:
b3StackAllocator* m_allocator;
b3Mesh* m_mesh;
b3ClothMesh* m_mesh;
float32 m_r;
b3Vec3 m_gravity;
@ -237,7 +238,7 @@ protected:
b3SpringClothStep m_step;
};
inline b3Mesh* b3SpringCloth::GetMesh() const
inline b3ClothMesh* b3SpringCloth::GetMesh() const
{
return m_mesh;
}

View File

@ -0,0 +1,132 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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_GARMENT_H
#define B3_GARMENT_H
#include <bounce/garment/sewing_pattern.h>
struct b3SewingLine
{
u32 p1, p2;
u32 v1, v2;
};
struct b3Garment
{
u32 patternCount;
b3SewingPattern** patterns;
u32 sewingCount;
b3SewingLine* sewingLines;
};
struct b3ShirtGarment : public b3Garment
{
b3RectanglePattern frontBody;
b3RectanglePattern frontRightSleeve;
b3RectanglePattern frontLeftSleeve;
b3RectanglePattern backBody;
b3RectanglePattern backRightSleeve;
b3RectanglePattern backLeftSleeve;
b3SewingLine shirtSewingLines[12];
b3SewingPattern* shirtPatterns[6];
b3ShirtGarment() :
frontBody(1.0f, 1.0f),
frontRightSleeve(0.2f, 0.2f),
frontLeftSleeve(0.2f, 0.2f),
backBody(1.0f, 1.0f),
backRightSleeve(0.2f, 0.2f),
backLeftSleeve(0.2f, 0.2f)
{
b3Vec2 etr;
etr.x = 1.2f;
etr.y = 0.8f;
b3Vec2 etl;
etl.x = -1.2f;
etl.y = 0.8f;
for (u32 i = 0; i < 4; ++i)
{
frontRightSleeve.vertices[i] += etr;
frontLeftSleeve.vertices[i] += etl;
backRightSleeve.vertices[i] += etr;
backLeftSleeve.vertices[i] += etl;
}
// Perform sewing
u32 count = 0;
// Sew bodies
for (u32 i = 0; i < frontBody.vertexCount; ++i)
{
b3SewingLine line;
line.p1 = 0;
line.p2 = 3;
line.v1 = i;
line.v2 = i;
shirtSewingLines[count++] = line;
}
// Sew sleeves
for (u32 i = 0; i < frontRightSleeve.vertexCount; ++i)
{
b3SewingLine line;
line.p1 = 1;
line.p2 = 4;
line.v1 = i;
line.v2 = i;
shirtSewingLines[count++] = line;
}
for (u32 i = 0; i < frontLeftSleeve.vertexCount; ++i)
{
b3SewingLine line;
line.p1 = 2;
line.p2 = 5;
line.v1 = i;
line.v2 = i;
shirtSewingLines[count++] = line;
}
B3_ASSERT(12 == count);
shirtPatterns[0] = &frontBody;
shirtPatterns[1] = &frontRightSleeve;
shirtPatterns[2] = &frontLeftSleeve;
shirtPatterns[3] = &backBody;
shirtPatterns[4] = &backRightSleeve;
shirtPatterns[5] = &backLeftSleeve;
patternCount = 6;
patterns = shirtPatterns;
sewingCount = 12;
sewingLines = shirtSewingLines;
}
};
#endif

View File

@ -16,42 +16,48 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SPRING_CLOTH_H
#define SPRING_CLOTH_H
#ifndef B3_GARMENT_MESH_H
#define B3_GARMENT_MESH_H
class SpringCloth : public SpringClothTest
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
struct b3Garment;
struct b3SewingPatternMeshTriangle
{
public:
SpringCloth()
{
b3SpringClothDef def;
def.allocator = &m_clothAllocator;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.ks = 100000.0f;
def.gravity.Set(0.0f, -10.0f, 0.0f);
u32 v1, v2, v3;
};
m_cloth.Initialize(def);
struct b3SewingPatternMesh
{
u32 vertexCount;
b3Vec2* vertices;
u32 triangleCount;
b3SewingPatternMeshTriangle* triangles;
};
b3AABB3 aabb;
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
struct b3GarmentMeshSewingLine
{
u32 s1, s2;
u32 v1, v2;
};
for (u32 i = 0; i < def.mesh->vertexCount; ++i)
{
if (aabb.Contains(def.mesh->vertices[i]))
{
m_cloth.SetType(i, b3MassType::e_staticMass);
}
}
}
// A garment mesh is a triangulated version of a garment.
struct b3GarmentMesh
{
u32 meshCount;
b3SewingPatternMesh* meshes;
static Test* Create()
{
return new SpringCloth();
}
u32 sewingCount;
b3GarmentMeshSewingLine* sewingLines;
b3Garment* garment;
b3GridMesh<10, 10> m_clothMesh;
b3GarmentMesh();
~b3GarmentMesh();
void Set(b3Garment* garment, float32 desiredArea);
};
#endif

View File

@ -0,0 +1,81 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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_SEWING_PATTERN_H
#define B3_SEWING_PATTERN_H
#include <bounce/common/math/vec2.h>
struct b3SewingPattern
{
u32 vertexCount;
b3Vec2* vertices;
};
struct b3RectanglePattern : public b3SewingPattern
{
b3Vec2 rectangleVertices[4];
b3RectanglePattern(float32 ex = 1.0f, float32 ey = 1.0f)
{
B3_ASSERT(ex > 0.0f);
B3_ASSERT(ey > 0.0f);
// R, CCW
rectangleVertices[0].Set(ex, -ey);
rectangleVertices[1].Set(ex, ey);
// L, CW
rectangleVertices[2].Set(-ex, ey);
rectangleVertices[3].Set(-ex, -ey);
vertexCount = 4;
vertices = rectangleVertices;
}
};
template<u32 E = 16>
struct b3CirclePattern : public b3SewingPattern
{
b3Vec2 circleVertices[E];
b3CirclePattern(b3Vec2 center = b3Vec2_zero, float32 radius = 1.0f)
{
float32 x = 2.0f * B3_PI / float32(E);
float32 c = cos(x);
float32 s = sin(x);
b3Mat22 R;
R.x.Set(c, s);
R.y.Set(-s, c);
b3Vec2 n(1.0f, 0.0f);
circleVertices[0] = center + radius * n;
for (u32 i = 1; i < E; ++i)
{
b3Vec2 ni = R * n;
circleVertices[i] = center + radius * n;
n = ni;
}
vertexCount = E;
vertices = circleVertices;
}
};
#endif

View File

@ -0,0 +1,120 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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/dynamics/cloth/cloth_mesh.h>
#include <bounce/garment/garment.h>
#include <bounce/garment/garment_mesh.h>
#include <bounce/garment/sewing_pattern.h>
b3GarmentClothMesh::b3GarmentClothMesh()
{
vertexCount = 0;
vertices = nullptr;
triangleCount = 0;
triangles = nullptr;
meshCount = 0;
meshes = nullptr;
sewingLineCount = 0;
sewingLines = nullptr;
}
b3GarmentClothMesh::~b3GarmentClothMesh()
{
b3Free(vertices);
b3Free(triangles);
b3Free(meshes);
b3Free(sewingLines);
}
void b3GarmentClothMesh::Set(const b3GarmentMesh* garment)
{
B3_ASSERT(vertexCount == 0);
for (u32 i = 0; i < garment->meshCount; ++i)
{
vertexCount += garment->meshes[i].vertexCount;
}
vertices = (b3Vec3*)b3Alloc(vertexCount * sizeof(b3Vec3));
B3_ASSERT(triangleCount == 0);
for (u32 i = 0; i < garment->meshCount; ++i)
{
triangleCount += garment->meshes[i].triangleCount;
}
triangles = (b3ClothMeshTriangle*)b3Alloc(triangleCount * sizeof(b3ClothMeshTriangle));
B3_ASSERT(meshCount == 0);
meshCount = garment->meshCount;
meshes = (b3ClothMeshMesh*)b3Alloc(meshCount * sizeof(b3ClothMeshMesh));
B3_ASSERT(sewingLineCount == 0);
sewingLineCount = garment->sewingCount;
sewingLines = (b3ClothMeshSewingLine*)b3Alloc(sewingLineCount * sizeof(b3ClothMeshSewingLine));
u32 vertex_count = 0;
for (u32 pattern_index = 0; pattern_index < garment->meshCount; ++pattern_index)
{
u32 pattern_vertex_count = garment->meshes[pattern_index].vertexCount;
meshes[pattern_index].vertexCount = pattern_vertex_count;
meshes[pattern_index].startVertex = vertex_count;
for (u32 pattern_vertex = 0; pattern_vertex < pattern_vertex_count; ++pattern_vertex)
{
vertices[vertex_count].x = garment->meshes[pattern_index].vertices[pattern_vertex].x;
vertices[vertex_count].y = garment->meshes[pattern_index].vertices[pattern_vertex].y;
vertices[vertex_count].z = 0.0f;
++vertex_count;
}
}
u32 triangle_count = 0;
for (u32 pattern_index = 0; pattern_index < garment->meshCount; ++pattern_index)
{
u32 pattern_triangle_count = garment->meshes[pattern_index].triangleCount;
meshes[pattern_index].triangleCount = pattern_triangle_count;
meshes[pattern_index].startTriangle = triangle_count;
for (u32 pattern_triangle = 0; pattern_triangle < pattern_triangle_count; ++pattern_triangle)
{
u32 pattern_v1 = garment->meshes[pattern_index].triangles[pattern_triangle].v1;
u32 pattern_v2 = garment->meshes[pattern_index].triangles[pattern_triangle].v2;
u32 pattern_v3 = garment->meshes[pattern_index].triangles[pattern_triangle].v3;
u32 cloth_v1 = meshes[pattern_index].startVertex + pattern_v1;
u32 cloth_v2 = meshes[pattern_index].startVertex + pattern_v2;
u32 cloth_v3 = meshes[pattern_index].startVertex + pattern_v3;
triangles[triangle_count].v1 = cloth_v1;
triangles[triangle_count].v2 = cloth_v2;
triangles[triangle_count].v3 = cloth_v3;
++triangle_count;
}
}
for (u32 sewing_line_index = 0; sewing_line_index < garment->sewingCount; ++sewing_line_index)
{
sewingLines[sewing_line_index].s1 = garment->sewingLines[sewing_line_index].s1;
sewingLines[sewing_line_index].v1 = meshes[sewingLines[sewing_line_index].s1].startVertex + garment->sewingLines[sewing_line_index].v1;
sewingLines[sewing_line_index].s2 = garment->sewingLines[sewing_line_index].s2;
sewingLines[sewing_line_index].v2 = meshes[sewingLines[sewing_line_index].s2].startVertex + garment->sewingLines[sewing_line_index].v2;
}
}

View File

@ -20,8 +20,8 @@
#include <bounce/dynamics/cloth/spring_solver.h>
#include <bounce/dynamics/cloth/dense_vec3.h>
#include <bounce/dynamics/cloth/sparse_mat33.h>
#include <bounce/dynamics/cloth/cloth_mesh.h>
#include <bounce/dynamics/shapes/shape.h>
#include <bounce/collision/shapes/mesh.h>
#include <bounce/common/memory/stack_allocator.h>
#include <bounce/common/draw.h>
@ -29,7 +29,7 @@
#define B3_CLOTH_BENDING 0
#define B3_CLOTH_FRICTION 0
#define B3_CLOTH_FRICTION 1
b3SpringCloth::b3SpringCloth()
{
@ -86,13 +86,13 @@ struct b3UniqueEdge
u32 v1, v2;
};
static u32 b3FindUniqueEdges(b3UniqueEdge* uniqueEdges, const b3Mesh* m)
static u32 b3FindUniqueEdges(b3UniqueEdge* uniqueEdges, const b3ClothMesh* m)
{
u32 uniqueCount = 0;
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3Triangle* t1 = m->triangles + i;
b3ClothMeshTriangle* t1 = m->triangles + i;
u32 i1s[3] = { t1->v1, t1->v2, t1->v3 };
for (u32 j1 = 0; j1 < 3; ++j1)
@ -138,13 +138,13 @@ struct b3SharedEdge
u32 nsv1, nsv2;
};
static u32 b3FindSharedEdges(b3SharedEdge* sharedEdges, const b3Mesh* m)
static u32 b3FindSharedEdges(b3SharedEdge* sharedEdges, const b3ClothMesh* m)
{
u32 sharedCount = 0;
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3Triangle* t1 = m->triangles + i;
b3ClothMeshTriangle* t1 = m->triangles + i;
u32 i1s[3] = { t1->v1, t1->v2, t1->v3 };
for (u32 j1 = 0; j1 < 3; ++j1)
@ -156,7 +156,7 @@ static u32 b3FindSharedEdges(b3SharedEdge* sharedEdges, const b3Mesh* m)
for (u32 j = i + 1; j < m->triangleCount; ++j)
{
b3Triangle* t2 = m->triangles + j;
b3ClothMeshTriangle* t2 = m->triangles + j;
u32 i2s[3] = { t2->v1, t2->v2, t2->v3 };
for (u32 j2 = 0; j2 < 3; ++j2)
@ -207,7 +207,7 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
m_gravity = def.gravity;
const b3Mesh* m = m_mesh;
const b3ClothMesh* m = m_mesh;
m_massCount = m->vertexCount;
m_x = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
@ -244,7 +244,7 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
// Initialize mass
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3Triangle* t = m->triangles + i;
b3ClothMeshTriangle* t = m->triangles + i;
b3Vec3 p1 = m->vertices[t->v1];
b3Vec3 p2 = m->vertices[t->v2];
@ -288,9 +288,11 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
#endif
springCapacity += m->sewingLineCount;
m_springs = (b3Spring*)b3Alloc(springCapacity * sizeof(b3Spring));
// Streching
// Tension
for (u32 i = 0; i < uniqueCount; ++i)
{
b3UniqueEdge* e = uniqueEdges + i;
@ -336,6 +338,21 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
m_allocator->Free(uniqueEdges);
// Sewing
for (u32 i = 0; i < m->sewingLineCount; ++i)
{
b3ClothMeshSewingLine* line = m->sewingLines + i;
b3Spring* S = m_springs + m_springCount;
S->type = e_strechSpring;
S->i1 = line->v1;
S->i2 = line->v2;
S->L0 = 0.0f;
S->ks = def.ks;
S->kd = def.kd;
++m_springCount;
}
B3_ASSERT(m_springCount <= springCapacity);
}
@ -680,7 +697,7 @@ void b3SpringCloth::Apply() const
void b3SpringCloth::Draw() const
{
const b3Mesh* m = m_mesh;
const b3ClothMesh* m = m_mesh;
for (u32 i = 0; i < m->vertexCount; ++i)
{
@ -719,10 +736,20 @@ void b3SpringCloth::Draw() const
b3Draw_draw->DrawSegment(x1, x2, b3Color_black);
}
}
for (u32 i = 0; i < m->sewingLineCount; ++i)
{
b3ClothMeshSewingLine* s = m->sewingLines + i;
b3Vec3 x1 = m_x[s->v1];
b3Vec3 x2 = m_x[s->v2];
b3Draw_draw->DrawSegment(x1, x2, b3Color_white);
}
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3Triangle* t = m->triangles + i;
b3ClothMeshTriangle* t = m->triangles + i;
b3Vec3 v1 = m_x[t->v1];
b3Vec3 v2 = m_x[t->v2];
@ -735,4 +762,4 @@ void b3SpringCloth::Draw() const
b3Vec3 n2 = -n1;
b3Draw_draw->DrawSolidTriangle(n2, v1, v3, v2, b3Color_blue);
}
}
}

View File

@ -0,0 +1,187 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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/garment/garment_mesh.h>
#include <bounce/garment/garment.h>
#include <bounce/garment/sewing_pattern.h>
#define ANSI_DECLARATORS
#define REAL double
#define VOID void
extern "C"
{
#include <triangle/triangle.h>
}
b3GarmentMesh::b3GarmentMesh()
{
meshCount = 0;
meshes = nullptr;
sewingCount = 0;
sewingLines = nullptr;
garment = nullptr;
}
b3GarmentMesh::~b3GarmentMesh()
{
for (u32 i = 0; i < meshCount; ++i)
{
b3Free(meshes[i].vertices);
b3Free(meshes[i].triangles);
}
b3Free(meshes);
b3Free(sewingLines);
}
//
static void b3Set(b3SewingPatternMesh* mesh, float32 desiredArea, const b3SewingPattern* pattern)
{
B3_ASSERT(desiredArea > B3_EPSILON);
struct triangulateio in, mid, out;
// Prepare the input structure
in.pointlist = (REAL*)b3Alloc(pattern->vertexCount * 2 * sizeof(REAL));
const float32* fp = (float32*)pattern->vertices;
for (u32 i = 0; i < 2 * pattern->vertexCount; ++i)
{
in.pointlist[i] = (REAL)fp[i];
}
in.pointattributelist = NULL;
in.pointmarkerlist = NULL;
in.numberofpoints = pattern->vertexCount;
in.numberofpointattributes = 0;
in.trianglelist = NULL;
in.triangleattributelist = NULL;
in.trianglearealist = NULL;
in.numberoftriangles = 0;
in.numberofcorners = 0;
in.numberoftriangleattributes = 0;
in.segmentlist = NULL;
in.segmentmarkerlist = NULL;
in.numberofsegments = 0;
in.holelist = NULL;
in.numberofholes = 0;
in.regionlist = NULL;
in.numberofregions = 0;
// Prepare the middle structure
mid.pointlist = NULL;
mid.pointmarkerlist = NULL;
mid.trianglelist = NULL;
mid.triangleattributelist = NULL;
mid.trianglearealist = NULL;
mid.neighborlist = NULL;
mid.segmentlist = NULL;
mid.segmentmarkerlist = NULL;
// Run triangulation
// z - zero based indices
// p - PSLG
// c - preserve the convex hull
triangulate("zpc", &in, &mid, NULL);
// Refine
// Prepare middle structure
mid.trianglearealist = (REAL*)b3Alloc(mid.numberoftriangles * sizeof(REAL));
for (int i = 0; i < mid.numberoftriangles; ++i)
{
mid.trianglearealist[i] = desiredArea;
}
// Prepare output structure
out.pointlist = NULL;
out.pointmarkerlist = NULL;
out.trianglelist = NULL;
out.trianglearealist = NULL;
out.segmentlist = NULL;
out.segmentmarkerlist = NULL;
// Run triangulation
// z - zero based indices
// p - PSLG
// c - preserve the convex hull
// r - read triangles
triangulate("zpcra", &mid, &out, NULL);
// Convert the output structure
// The mesh must be empty
mesh->vertices = (b3Vec2*)b3Alloc(out.numberofpoints * sizeof(b3Vec2));
mesh->vertexCount = out.numberofpoints;
for (int i = 0; i < out.numberofpoints; ++i)
{
mesh->vertices[i].x = (float32)out.pointlist[2 * i + 0];
mesh->vertices[i].y = (float32)out.pointlist[2 * i + 1];
}
mesh->triangles = (b3SewingPatternMeshTriangle*)b3Alloc(out.numberoftriangles * sizeof(b3SewingPatternMeshTriangle));
mesh->triangleCount = out.numberoftriangles;
for (int i = 0; i < out.numberoftriangles; ++i)
{
b3SewingPatternMeshTriangle triangle;
triangle.v1 = out.trianglelist[3 * i + 0];
triangle.v2 = out.trianglelist[3 * i + 1];
triangle.v3 = out.trianglelist[3 * i + 2];
mesh->triangles[i] = triangle;
}
// Free the input structure
b3Free(in.pointlist);
// Free the middle structure
free(mid.pointlist);
free(mid.pointmarkerlist);
free(mid.trianglelist);
free(mid.triangleattributelist);
free(mid.trianglearealist);
free(mid.segmentlist);
free(mid.segmentmarkerlist);
// Free the output structure
free(out.pointlist);
free(out.pointmarkerlist);
free(out.trianglelist);
free(out.segmentlist);
free(out.segmentmarkerlist);
}
void b3GarmentMesh::Set(b3Garment* g, float32 desiredArea)
{
garment = g;
meshCount = garment->patternCount;
meshes = (b3SewingPatternMesh*)b3Alloc(garment->patternCount * sizeof(b3SewingPatternMesh));
for (u32 i = 0; i < garment->patternCount; ++i)
{
b3Set(meshes + i, desiredArea, garment->patterns[i]);
}
}