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

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@@ -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;
}
}

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@@ -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);
}
}
}

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@@ -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]);
}
}