Support cloth self friction, thickness. Small refactor

This commit is contained in:
Irlan
2019-06-18 11:43:03 -03:00
parent 9414b7a275
commit 13d8415a15
10 changed files with 390 additions and 123 deletions

View File

@ -29,6 +29,8 @@ class b3World;
class b3Shape;
class b3Particle;
class b3ClothTriangle;
class b3Force;
struct b3ParticleBodyContact;
@ -62,6 +64,8 @@ struct b3ClothDef
structural = 0.0f;
bending = 0.0f;
damping = 0.0f;
thickness = 0.0f;
friction = 0.2f;
}
// Cloth mesh
@ -78,6 +82,12 @@ struct b3ClothDef
// Damping stiffness
float32 damping;
// Cloth thickness
float32 thickness;
// Cloth coefficient of friction
float32 friction;
};
// A cloth represents a deformable surface as a collection of particles.
@ -126,6 +136,9 @@ public:
// Return the particle associated with the given vertex.
b3Particle* GetVertexParticle(u32 i);
// Return the cloth triangle given the triangle index.
b3ClothTriangle* GetTriangle(u32 i);
// Return the list of particles in this cloth.
const b3List2<b3Particle>& GetParticleList() const;
@ -142,6 +155,7 @@ public:
void Draw() const;
private:
friend class b3Particle;
friend class b3ClothTriangle;
friend class b3ClothContactManager;
// Compute mass of each particle.
@ -153,12 +167,6 @@ private:
// Solve
void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
// Synchronize triangle AABB.
void SynchronizeTriangle(u32 triangleIndex);
// Time-step
float32 m_dt;
// Stack allocator
b3StackAllocator m_stackAllocator;
@ -174,8 +182,8 @@ private:
// Vertex particles
b3Particle** m_vertexParticles;
// Triangle proxies
b3ClothAABBProxy* m_triangleProxies;
// Triangles
b3ClothTriangle* m_triangles;
// Cloth density
float32 m_density;

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@ -22,8 +22,7 @@
#include <bounce/common/template/list.h>
class b3Particle;
struct b3ClothMeshTriangle;
struct b3ClothAABBProxy;
class b3ClothTriangle;
// Contact between particle and a triangle
class b3ParticleTriangleContact
@ -32,6 +31,7 @@ public:
private:
friend class b3Cloth;
friend class b3Particle;
friend class b3ClothTriangle;
friend class b3ClothContactManager;
friend class b3List2<b3ParticleTriangleContact>;
friend class b3ClothContactSolver;
@ -45,16 +45,17 @@ private:
b3Particle* m_p1;
// Triangle
b3ClothMeshTriangle* m_triangle;
b3ClothAABBProxy* m_triangleProxy;
b3ClothTriangle* m_t2;
b3Particle* m_p2;
b3Particle* m_p3;
b3Particle* m_p4;
float32 m_normalImpulse;
float32 m_w2, m_w3, m_w4;
float32 m_normalImpulse;
float32 m_tangentImpulse1;
float32 m_tangentImpulse2;
bool m_active;
b3ParticleTriangleContact* m_prev;

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@ -96,9 +96,17 @@ struct b3ClothSolverTriangleContactVelocityConstraint
float32 wB, wC, wD;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 friction;
b3Vec3 tangent1;
b3Vec3 tangent2;
float32 tangentMass1;
float32 tangentMass2;
float32 tangentImpulse1;
float32 tangentImpulse2;
};
struct b3ClothSolverTriangleContactPositionConstraint

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@ -0,0 +1,98 @@
/*
* 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_CLOTH_TRIANGLE_H
#define B3_CLOTH_TRIANGLE_H
#include <bounce/cloth/particle.h>
// A cloth triangle
class b3ClothTriangle
{
public:
// Return the triangle index.
u32 GetTriangle() const;
// Set the triangle radius.
void SetRadius(float32 radius);
// Return the triangle radius.
float32 GetRadius() const;
// Set the triangle coefficient of friction.
void SetFriction(float32 friction);
// Return the triangle coefficient of friction.
float32 GetFriction() const;
private:
friend class b3Cloth;
friend class b3Particle;
friend class b3ClothContactManager;
friend class b3ParticleTriangleContact;
friend class b3ClothSolver;
friend class b3ClothContactSolver;
b3ClothTriangle() { }
~b3ClothTriangle() { }
// Synchronize AABB
void Synchronize(const b3Vec3& displacement);
// Cloth
b3Cloth* m_cloth;
// Triangle index
u32 m_triangle;
// Radius
float32 m_radius;
// Coefficient of friction
float32 m_friction;
// AABB Proxy
b3ClothAABBProxy m_aabbProxy;
};
inline u32 b3ClothTriangle::GetTriangle() const
{
return m_triangle;
}
inline void b3ClothTriangle::SetRadius(float32 radius)
{
m_radius = radius;
Synchronize(b3Vec3_zero);
}
inline float32 b3ClothTriangle::GetRadius() const
{
return m_radius;
}
inline void b3ClothTriangle::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b3ClothTriangle::GetFriction() const
{
return m_friction;
}
#endif

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@ -103,7 +103,6 @@ struct b3ClothAABBProxy
{
b3ClothAABBProxyType type;
void* data;
u32 index;
u32 broadPhaseId;
};
@ -160,6 +159,7 @@ public:
private:
friend class b3List2<b3Particle>;
friend class b3Cloth;
friend class b3ClothTriangle;
friend class b3ClothSolver;
friend class b3ClothContactManager;
friend class b3ParticleTriangleContact;
@ -171,7 +171,7 @@ private:
~b3Particle();
// Synchronize particle AABB
void Synchronize();
void Synchronize(const b3Vec3& displacement);
// Synchronize triangles AABB
void SynchronizeTriangles();
@ -246,10 +246,12 @@ inline u32 b3Particle::GetVertex() const
inline void b3Particle::SetPosition(const b3Vec3& position)
{
b3Vec3 displacement = position - m_position;
m_position = position;
m_translation.SetZero();
Synchronize();
Synchronize(displacement);
SynchronizeTriangles();
}
@ -281,7 +283,7 @@ inline void b3Particle::SetRadius(float32 radius)
{
m_radius = radius;
Synchronize();
Synchronize(b3Vec3_zero);
}
inline float32 b3Particle::GetRadius() const