Support cloth self friction, thickness. Small refactor
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9414b7a275
commit
13d8415a15
@ -29,6 +29,8 @@ class b3World;
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class b3Shape;
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class b3Shape;
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class b3Particle;
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class b3Particle;
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class b3ClothTriangle;
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class b3Force;
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class b3Force;
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struct b3ParticleBodyContact;
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struct b3ParticleBodyContact;
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@ -62,6 +64,8 @@ struct b3ClothDef
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structural = 0.0f;
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structural = 0.0f;
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bending = 0.0f;
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bending = 0.0f;
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damping = 0.0f;
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damping = 0.0f;
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thickness = 0.0f;
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friction = 0.2f;
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}
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}
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// Cloth mesh
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// Cloth mesh
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@ -78,6 +82,12 @@ struct b3ClothDef
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// Damping stiffness
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// Damping stiffness
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float32 damping;
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float32 damping;
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// Cloth thickness
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float32 thickness;
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// Cloth coefficient of friction
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float32 friction;
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};
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};
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// A cloth represents a deformable surface as a collection of particles.
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// A cloth represents a deformable surface as a collection of particles.
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@ -126,6 +136,9 @@ public:
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// Return the particle associated with the given vertex.
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// Return the particle associated with the given vertex.
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b3Particle* GetVertexParticle(u32 i);
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b3Particle* GetVertexParticle(u32 i);
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// Return the cloth triangle given the triangle index.
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b3ClothTriangle* GetTriangle(u32 i);
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// Return the list of particles in this cloth.
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// Return the list of particles in this cloth.
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const b3List2<b3Particle>& GetParticleList() const;
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const b3List2<b3Particle>& GetParticleList() const;
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@ -142,6 +155,7 @@ public:
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void Draw() const;
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void Draw() const;
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private:
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private:
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friend class b3Particle;
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friend class b3Particle;
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friend class b3ClothTriangle;
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friend class b3ClothContactManager;
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friend class b3ClothContactManager;
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// Compute mass of each particle.
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// Compute mass of each particle.
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@ -153,12 +167,6 @@ private:
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// Solve
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// Solve
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void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
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void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
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// Synchronize triangle AABB.
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void SynchronizeTriangle(u32 triangleIndex);
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// Time-step
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float32 m_dt;
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// Stack allocator
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// Stack allocator
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b3StackAllocator m_stackAllocator;
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b3StackAllocator m_stackAllocator;
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@ -174,8 +182,8 @@ private:
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// Vertex particles
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// Vertex particles
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b3Particle** m_vertexParticles;
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b3Particle** m_vertexParticles;
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// Triangle proxies
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// Triangles
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b3ClothAABBProxy* m_triangleProxies;
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b3ClothTriangle* m_triangles;
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// Cloth density
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// Cloth density
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float32 m_density;
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float32 m_density;
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@ -22,8 +22,7 @@
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#include <bounce/common/template/list.h>
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#include <bounce/common/template/list.h>
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class b3Particle;
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class b3Particle;
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struct b3ClothMeshTriangle;
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class b3ClothTriangle;
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struct b3ClothAABBProxy;
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// Contact between particle and a triangle
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// Contact between particle and a triangle
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class b3ParticleTriangleContact
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class b3ParticleTriangleContact
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@ -32,6 +31,7 @@ public:
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private:
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private:
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friend class b3Cloth;
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friend class b3Cloth;
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friend class b3Particle;
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friend class b3Particle;
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friend class b3ClothTriangle;
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friend class b3ClothContactManager;
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friend class b3ClothContactManager;
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friend class b3List2<b3ParticleTriangleContact>;
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friend class b3List2<b3ParticleTriangleContact>;
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friend class b3ClothContactSolver;
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friend class b3ClothContactSolver;
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@ -45,16 +45,17 @@ private:
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b3Particle* m_p1;
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b3Particle* m_p1;
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// Triangle
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// Triangle
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b3ClothMeshTriangle* m_triangle;
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b3ClothTriangle* m_t2;
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b3ClothAABBProxy* m_triangleProxy;
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b3Particle* m_p2;
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b3Particle* m_p2;
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b3Particle* m_p3;
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b3Particle* m_p3;
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b3Particle* m_p4;
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b3Particle* m_p4;
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float32 m_normalImpulse;
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float32 m_w2, m_w3, m_w4;
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float32 m_w2, m_w3, m_w4;
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float32 m_normalImpulse;
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float32 m_tangentImpulse1;
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float32 m_tangentImpulse2;
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bool m_active;
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bool m_active;
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b3ParticleTriangleContact* m_prev;
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b3ParticleTriangleContact* m_prev;
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@ -96,9 +96,17 @@ struct b3ClothSolverTriangleContactVelocityConstraint
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float32 wB, wC, wD;
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float32 wB, wC, wD;
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b3Vec3 normal;
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b3Vec3 normal;
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float32 normalMass;
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float32 normalMass;
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float32 normalImpulse;
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float32 normalImpulse;
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float32 friction;
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b3Vec3 tangent1;
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b3Vec3 tangent2;
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float32 tangentMass1;
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float32 tangentMass2;
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float32 tangentImpulse1;
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float32 tangentImpulse2;
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};
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};
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struct b3ClothSolverTriangleContactPositionConstraint
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struct b3ClothSolverTriangleContactPositionConstraint
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98
include/bounce/cloth/cloth_triangle.h
Normal file
98
include/bounce/cloth/cloth_triangle.h
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@ -0,0 +1,98 @@
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_CLOTH_TRIANGLE_H
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#define B3_CLOTH_TRIANGLE_H
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#include <bounce/cloth/particle.h>
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// A cloth triangle
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class b3ClothTriangle
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{
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public:
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// Return the triangle index.
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u32 GetTriangle() const;
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// Set the triangle radius.
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void SetRadius(float32 radius);
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// Return the triangle radius.
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float32 GetRadius() const;
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// Set the triangle coefficient of friction.
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void SetFriction(float32 friction);
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// Return the triangle coefficient of friction.
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float32 GetFriction() const;
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private:
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friend class b3Cloth;
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friend class b3Particle;
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friend class b3ClothContactManager;
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friend class b3ParticleTriangleContact;
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friend class b3ClothSolver;
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friend class b3ClothContactSolver;
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b3ClothTriangle() { }
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~b3ClothTriangle() { }
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// Synchronize AABB
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void Synchronize(const b3Vec3& displacement);
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// Cloth
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b3Cloth* m_cloth;
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// Triangle index
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u32 m_triangle;
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// Radius
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float32 m_radius;
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// Coefficient of friction
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float32 m_friction;
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// AABB Proxy
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b3ClothAABBProxy m_aabbProxy;
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};
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inline u32 b3ClothTriangle::GetTriangle() const
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{
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return m_triangle;
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}
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inline void b3ClothTriangle::SetRadius(float32 radius)
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{
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m_radius = radius;
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Synchronize(b3Vec3_zero);
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}
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inline float32 b3ClothTriangle::GetRadius() const
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{
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return m_radius;
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}
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inline void b3ClothTriangle::SetFriction(float32 friction)
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{
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m_friction = friction;
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}
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inline float32 b3ClothTriangle::GetFriction() const
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{
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return m_friction;
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}
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#endif
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@ -103,7 +103,6 @@ struct b3ClothAABBProxy
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{
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{
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b3ClothAABBProxyType type;
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b3ClothAABBProxyType type;
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void* data;
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void* data;
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u32 index;
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u32 broadPhaseId;
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u32 broadPhaseId;
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};
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};
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@ -160,6 +159,7 @@ public:
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private:
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private:
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friend class b3List2<b3Particle>;
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friend class b3List2<b3Particle>;
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friend class b3Cloth;
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friend class b3Cloth;
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friend class b3ClothTriangle;
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friend class b3ClothSolver;
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friend class b3ClothSolver;
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friend class b3ClothContactManager;
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friend class b3ClothContactManager;
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friend class b3ParticleTriangleContact;
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friend class b3ParticleTriangleContact;
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@ -171,7 +171,7 @@ private:
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~b3Particle();
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~b3Particle();
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// Synchronize particle AABB
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// Synchronize particle AABB
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void Synchronize();
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void Synchronize(const b3Vec3& displacement);
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// Synchronize triangles AABB
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// Synchronize triangles AABB
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void SynchronizeTriangles();
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void SynchronizeTriangles();
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@ -246,10 +246,12 @@ inline u32 b3Particle::GetVertex() const
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inline void b3Particle::SetPosition(const b3Vec3& position)
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inline void b3Particle::SetPosition(const b3Vec3& position)
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{
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{
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b3Vec3 displacement = position - m_position;
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m_position = position;
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m_position = position;
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m_translation.SetZero();
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m_translation.SetZero();
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Synchronize();
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Synchronize(displacement);
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SynchronizeTriangles();
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SynchronizeTriangles();
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}
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}
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@ -281,7 +283,7 @@ inline void b3Particle::SetRadius(float32 radius)
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{
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{
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m_radius = radius;
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m_radius = radius;
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Synchronize();
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Synchronize(b3Vec3_zero);
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}
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}
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inline float32 b3Particle::GetRadius() const
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inline float32 b3Particle::GetRadius() const
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@ -19,6 +19,7 @@
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#include <bounce/cloth/cloth.h>
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#include <bounce/cloth/cloth.h>
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#include <bounce/cloth/cloth_mesh.h>
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#include <bounce/cloth/cloth_mesh.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/cloth_triangle.h>
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#include <bounce/cloth/force.h>
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#include <bounce/cloth/force.h>
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#include <bounce/cloth/spring_force.h>
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#include <bounce/cloth/spring_force.h>
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#include <bounce/cloth/cloth_solver.h>
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#include <bounce/cloth/cloth_solver.h>
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@ -161,11 +162,10 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
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m_mesh = def.mesh;
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m_mesh = def.mesh;
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m_density = def.density;
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m_density = def.density;
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m_contactManager.m_cloth = this;
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m_contactManager.m_cloth = this;
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m_dt = 0.0f;
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const b3ClothMesh* m = m_mesh;
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const b3ClothMesh* m = m_mesh;
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// Create particles
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// Initialize particles
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m_vertexParticles = (b3Particle**)b3Alloc(m->vertexCount * sizeof(b3Particle*));
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m_vertexParticles = (b3Particle**)b3Alloc(m->vertexCount * sizeof(b3Particle*));
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for (u32 i = 0; i < m->vertexCount; ++i)
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for (u32 i = 0; i < m->vertexCount; ++i)
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{
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{
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@ -176,7 +176,6 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
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b3Particle* p = CreateParticle(pd);
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b3Particle* p = CreateParticle(pd);
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p->m_aabbProxy.index = i;
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p->m_vertex = i;
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p->m_vertex = i;
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m_vertexParticles[i] = p;
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m_vertexParticles[i] = p;
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}
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}
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@ -184,7 +183,32 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
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// Compute mass
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// Compute mass
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ComputeMass();
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ComputeMass();
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// Create forces
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// Initialize triangles
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m_triangles = (b3ClothTriangle*)b3Alloc(m_mesh->triangleCount * sizeof(b3ClothTriangle));
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for (u32 i = 0; i < m_mesh->triangleCount; ++i)
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{
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b3ClothMeshTriangle* meshTriangle = m_mesh->triangles + i;
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b3ClothTriangle* triangle = m_triangles + i;
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triangle->m_cloth = this;
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triangle->m_radius = def.thickness;
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triangle->m_friction = def.friction;
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triangle->m_triangle = i;
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b3Vec3 v1 = m_mesh->vertices[meshTriangle->v1];
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b3Vec3 v2 = m_mesh->vertices[meshTriangle->v2];
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b3Vec3 v3 = m_mesh->vertices[meshTriangle->v3];
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b3AABB3 aabb;
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aabb.Set(v1, v2, v3);
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aabb.Extend(triangle->m_radius);
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triangle->m_aabbProxy.type = e_triangleProxy;
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triangle->m_aabbProxy.data = triangle;
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triangle->m_aabbProxy.broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, &triangle->m_aabbProxy);
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}
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// Initialize forces
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b3StackAllocator* allocator = &m_stackAllocator;
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b3StackAllocator* allocator = &m_stackAllocator;
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// Worst-case edge memory
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// Worst-case edge memory
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@ -251,32 +275,15 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
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}
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}
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}
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}
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// Initialize triangle proxies
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m_triangleProxies = (b3ClothAABBProxy*)b3Alloc(m_mesh->triangleCount * sizeof(b3ClothAABBProxy));
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for (u32 i = 0; i < m_mesh->triangleCount; ++i)
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{
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b3ClothMeshTriangle* triangle = m_mesh->triangles + i;
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b3ClothAABBProxy* triangleProxy = m_triangleProxies + i;
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b3Vec3 v1 = m_mesh->vertices[triangle->v1];
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b3Vec3 v2 = m_mesh->vertices[triangle->v2];
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b3Vec3 v3 = m_mesh->vertices[triangle->v3];
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b3AABB3 aabb;
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aabb.Set(v1, v2, v3);
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||||||
|
|
||||||
triangleProxy->type = e_triangleProxy;
|
|
||||||
triangleProxy->index = i;
|
|
||||||
triangleProxy->data = triangle;
|
|
||||||
triangleProxy->broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, triangleProxy);
|
|
||||||
}
|
|
||||||
|
|
||||||
m_gravity.SetZero();
|
m_gravity.SetZero();
|
||||||
m_world = nullptr;
|
m_world = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
b3Cloth::~b3Cloth()
|
b3Cloth::~b3Cloth()
|
||||||
{
|
{
|
||||||
|
b3Free(m_vertexParticles);
|
||||||
|
b3Free(m_triangles);
|
||||||
|
|
||||||
b3Particle* p = m_particleList.m_head;
|
b3Particle* p = m_particleList.m_head;
|
||||||
while (p)
|
while (p)
|
||||||
{
|
{
|
||||||
@ -285,9 +292,6 @@ b3Cloth::~b3Cloth()
|
|||||||
p0->~b3Particle();
|
p0->~b3Particle();
|
||||||
}
|
}
|
||||||
|
|
||||||
b3Free(m_vertexParticles);
|
|
||||||
b3Free(m_triangleProxies);
|
|
||||||
|
|
||||||
b3Force* f = m_forceList.m_head;
|
b3Force* f = m_forceList.m_head;
|
||||||
while (f)
|
while (f)
|
||||||
{
|
{
|
||||||
@ -307,7 +311,6 @@ b3Particle* b3Cloth::CreateParticle(const b3ParticleDef& def)
|
|||||||
|
|
||||||
p->m_aabbProxy.type = e_particleProxy;
|
p->m_aabbProxy.type = e_particleProxy;
|
||||||
p->m_aabbProxy.data = p;
|
p->m_aabbProxy.data = p;
|
||||||
p->m_aabbProxy.index = p->m_vertex;
|
|
||||||
p->m_aabbProxy.broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, &p->m_aabbProxy);
|
p->m_aabbProxy.broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, &p->m_aabbProxy);
|
||||||
|
|
||||||
m_particleList.PushFront(p);
|
m_particleList.PushFront(p);
|
||||||
@ -373,6 +376,12 @@ b3Particle* b3Cloth::GetVertexParticle(u32 i)
|
|||||||
return m_vertexParticles[i];
|
return m_vertexParticles[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
b3ClothTriangle* b3Cloth::GetTriangle(u32 i)
|
||||||
|
{
|
||||||
|
B3_ASSERT(i < m_mesh->triangleCount);
|
||||||
|
return m_triangles + i;
|
||||||
|
}
|
||||||
|
|
||||||
void b3Cloth::ComputeMass()
|
void b3Cloth::ComputeMass()
|
||||||
{
|
{
|
||||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||||
@ -428,7 +437,8 @@ struct b3ClothRayCastSingleCallback
|
|||||||
return input.maxFraction;
|
return input.maxFraction;
|
||||||
}
|
}
|
||||||
|
|
||||||
u32 triangleIndex = proxy->index;
|
b3ClothTriangle* triangle = (b3ClothTriangle*)proxy->data;
|
||||||
|
u32 triangleIndex = triangle->GetTriangle();
|
||||||
|
|
||||||
b3RayCastOutput subOutput;
|
b3RayCastOutput subOutput;
|
||||||
if (cloth->RayCast(&subOutput, &input, triangleIndex))
|
if (cloth->RayCast(&subOutput, &input, triangleIndex))
|
||||||
@ -436,7 +446,7 @@ struct b3ClothRayCastSingleCallback
|
|||||||
// Ray hits triangle.
|
// Ray hits triangle.
|
||||||
if (subOutput.fraction < output0.fraction)
|
if (subOutput.fraction < output0.fraction)
|
||||||
{
|
{
|
||||||
triangle0 = proxy->index;
|
triangle0 = triangleIndex;
|
||||||
output0.fraction = subOutput.fraction;
|
output0.fraction = subOutput.fraction;
|
||||||
output0.normal = subOutput.normal;
|
output0.normal = subOutput.normal;
|
||||||
}
|
}
|
||||||
@ -638,8 +648,6 @@ void b3Cloth::Step(float32 dt, u32 velocityIterations, u32 positionIterations)
|
|||||||
{
|
{
|
||||||
B3_PROFILE("Cloth Step");
|
B3_PROFILE("Cloth Step");
|
||||||
|
|
||||||
m_dt = dt;
|
|
||||||
|
|
||||||
// Update particle-body contacts
|
// Update particle-body contacts
|
||||||
UpdateParticleBodyContacts();
|
UpdateParticleBodyContacts();
|
||||||
|
|
||||||
@ -662,13 +670,29 @@ void b3Cloth::Step(float32 dt, u32 velocityIterations, u32 positionIterations)
|
|||||||
// Synchronize particles
|
// Synchronize particles
|
||||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||||
{
|
{
|
||||||
p->Synchronize();
|
b3Vec3 displacement = dt * p->m_velocity;
|
||||||
|
|
||||||
|
p->Synchronize(displacement);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Synchronize triangles
|
// Synchronize triangles
|
||||||
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
|
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
|
||||||
{
|
{
|
||||||
SynchronizeTriangle(i);
|
b3ClothMeshTriangle* triangle = m_mesh->triangles + i;
|
||||||
|
|
||||||
|
b3Particle* p1 = m_vertexParticles[triangle->v1];
|
||||||
|
b3Particle* p2 = m_vertexParticles[triangle->v2];
|
||||||
|
b3Particle* p3 = m_vertexParticles[triangle->v3];
|
||||||
|
|
||||||
|
b3Vec3 v1 = p1->m_velocity;
|
||||||
|
b3Vec3 v2 = p2->m_velocity;
|
||||||
|
b3Vec3 v3 = p3->m_velocity;
|
||||||
|
|
||||||
|
b3Vec3 velocity = (v1 + v2 + v3) / 3.0f;
|
||||||
|
|
||||||
|
b3Vec3 displacement = dt * velocity;
|
||||||
|
|
||||||
|
m_triangles[i].Synchronize(displacement);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if B3_ENABLE_SELF_COLLISION
|
#if B3_ENABLE_SELF_COLLISION
|
||||||
@ -679,34 +703,6 @@ void b3Cloth::Step(float32 dt, u32 velocityIterations, u32 positionIterations)
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void b3Cloth::SynchronizeTriangle(u32 triangleIndex)
|
|
||||||
{
|
|
||||||
b3ClothMeshTriangle* triangle = m_mesh->triangles + triangleIndex;
|
|
||||||
b3ClothAABBProxy* triangleProxy = m_triangleProxies + triangleIndex;
|
|
||||||
|
|
||||||
b3Particle* p1 = m_vertexParticles[triangle->v1];
|
|
||||||
b3Particle* p2 = m_vertexParticles[triangle->v2];
|
|
||||||
b3Particle* p3 = m_vertexParticles[triangle->v3];
|
|
||||||
|
|
||||||
b3Vec3 x1 = p1->m_position;
|
|
||||||
b3Vec3 x2 = p2->m_position;
|
|
||||||
b3Vec3 x3 = p3->m_position;
|
|
||||||
|
|
||||||
b3Vec3 v1 = p1->m_velocity;
|
|
||||||
b3Vec3 v2 = p2->m_velocity;
|
|
||||||
b3Vec3 v3 = p3->m_velocity;
|
|
||||||
|
|
||||||
b3AABB3 aabb;
|
|
||||||
aabb.Set(x1, x2, x3);
|
|
||||||
|
|
||||||
const float32 kInv3 = 1.0f / 3.0f;
|
|
||||||
|
|
||||||
b3Vec3 center_velocity = kInv3 * (v1 + v2 + v3);
|
|
||||||
b3Vec3 center_displacement = m_dt * center_velocity;
|
|
||||||
|
|
||||||
m_contactManager.m_broadPhase.MoveProxy(triangleProxy->broadPhaseId, aabb, center_displacement);
|
|
||||||
}
|
|
||||||
|
|
||||||
void b3Cloth::Draw() const
|
void b3Cloth::Draw() const
|
||||||
{
|
{
|
||||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||||
|
@ -20,6 +20,7 @@
|
|||||||
#include <bounce/cloth/cloth.h>
|
#include <bounce/cloth/cloth.h>
|
||||||
#include <bounce/cloth/cloth_mesh.h>
|
#include <bounce/cloth/cloth_mesh.h>
|
||||||
#include <bounce/cloth/particle.h>
|
#include <bounce/cloth/particle.h>
|
||||||
|
#include <bounce/cloth/cloth_triangle.h>
|
||||||
|
|
||||||
b3ClothContactManager::b3ClothContactManager() :
|
b3ClothContactManager::b3ClothContactManager() :
|
||||||
m_particleTriangleContactBlocks(sizeof(b3ParticleTriangleContact))
|
m_particleTriangleContactBlocks(sizeof(b3ParticleTriangleContact))
|
||||||
@ -62,7 +63,8 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
|
|||||||
|
|
||||||
b3Particle* p1 = (b3Particle*)proxy1->data;
|
b3Particle* p1 = (b3Particle*)proxy1->data;
|
||||||
|
|
||||||
b3ClothMeshTriangle* triangle = (b3ClothMeshTriangle*)proxy2->data;
|
b3ClothTriangle* t2 = (b3ClothTriangle*)proxy2->data;
|
||||||
|
b3ClothMeshTriangle* triangle = m_cloth->m_mesh->triangles + t2->m_triangle;
|
||||||
b3Particle* p2 = m_cloth->m_vertexParticles[triangle->v1];
|
b3Particle* p2 = m_cloth->m_vertexParticles[triangle->v1];
|
||||||
b3Particle* p3 = m_cloth->m_vertexParticles[triangle->v2];
|
b3Particle* p3 = m_cloth->m_vertexParticles[triangle->v2];
|
||||||
b3Particle* p4 = m_cloth->m_vertexParticles[triangle->v3];
|
b3Particle* p4 = m_cloth->m_vertexParticles[triangle->v3];
|
||||||
@ -70,7 +72,7 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
|
|||||||
// Check if there is a contact between the two entities.
|
// Check if there is a contact between the two entities.
|
||||||
for (b3ParticleTriangleContact* c = m_particleTriangleContactList.m_head; c; c = c->m_next)
|
for (b3ParticleTriangleContact* c = m_particleTriangleContactList.m_head; c; c = c->m_next)
|
||||||
{
|
{
|
||||||
if (c->m_p1 == p1 && c->m_triangle == triangle)
|
if (c->m_p1 == p1 && c->m_t2 == t2)
|
||||||
{
|
{
|
||||||
// A contact already exists.
|
// A contact already exists.
|
||||||
return;
|
return;
|
||||||
@ -86,7 +88,7 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (triangle->v1 == p1->m_vertex || triangle->v2 == p1->m_vertex || triangle->v3 == p1->m_vertex)
|
if (p1 == p2 || p1 == p3 || p1 == p4)
|
||||||
{
|
{
|
||||||
// The entities must not collide with each other.
|
// The entities must not collide with each other.
|
||||||
return;
|
return;
|
||||||
@ -96,12 +98,13 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
|
|||||||
b3ParticleTriangleContact* c = CreateParticleTriangleContact();
|
b3ParticleTriangleContact* c = CreateParticleTriangleContact();
|
||||||
|
|
||||||
c->m_p1 = p1;
|
c->m_p1 = p1;
|
||||||
c->m_triangle = triangle;
|
c->m_t2 = t2;
|
||||||
c->m_triangleProxy = proxy2;
|
|
||||||
c->m_p2 = p2;
|
c->m_p2 = p2;
|
||||||
c->m_p3 = p3;
|
c->m_p3 = p3;
|
||||||
c->m_p4 = p4;
|
c->m_p4 = p4;
|
||||||
c->m_normalImpulse = 0.0f;
|
c->m_normalImpulse = 0.0f;
|
||||||
|
c->m_tangentImpulse1 = 0.0f;
|
||||||
|
c->m_tangentImpulse2 = 0.0f;
|
||||||
c->m_active = false;
|
c->m_active = false;
|
||||||
|
|
||||||
// Add the contact to the cloth contact list.
|
// Add the contact to the cloth contact list.
|
||||||
@ -144,7 +147,7 @@ void b3ClothContactManager::UpdateContacts()
|
|||||||
}
|
}
|
||||||
|
|
||||||
u32 proxy1 = c->m_p1->m_aabbProxy.broadPhaseId;
|
u32 proxy1 = c->m_p1->m_aabbProxy.broadPhaseId;
|
||||||
u32 proxy2 = c->m_triangleProxy->broadPhaseId;
|
u32 proxy2 = c->m_t2->m_aabbProxy.broadPhaseId;
|
||||||
|
|
||||||
// Destroy the contact if primitive AABBs are not overlapping.
|
// Destroy the contact if primitive AABBs are not overlapping.
|
||||||
bool overlap = m_broadPhase.TestOverlap(proxy1, proxy2);
|
bool overlap = m_broadPhase.TestOverlap(proxy1, proxy2);
|
||||||
|
@ -19,6 +19,7 @@
|
|||||||
#include <bounce/cloth/cloth_contact_solver.h>
|
#include <bounce/cloth/cloth_contact_solver.h>
|
||||||
#include <bounce/cloth/cloth_contact_manager.h>
|
#include <bounce/cloth/cloth_contact_manager.h>
|
||||||
#include <bounce/cloth/particle.h>
|
#include <bounce/cloth/particle.h>
|
||||||
|
#include <bounce/cloth/cloth_triangle.h>
|
||||||
#include <bounce/cloth/dense_vec3.h>
|
#include <bounce/cloth/dense_vec3.h>
|
||||||
#include <bounce/common/memory/stack_allocator.h>
|
#include <bounce/common/memory/stack_allocator.h>
|
||||||
#include <bounce/dynamics/shapes/shape.h>
|
#include <bounce/dynamics/shapes/shape.h>
|
||||||
@ -214,7 +215,7 @@ void b3ClothContactSolver::InitializeTriangleContactConstraints()
|
|||||||
pc->indexD = c->m_p4->m_solverId;
|
pc->indexD = c->m_p4->m_solverId;
|
||||||
pc->invMassD = c->m_p4->m_type == e_staticParticle ? 0.0f : c->m_p4->m_invMass;
|
pc->invMassD = c->m_p4->m_type == e_staticParticle ? 0.0f : c->m_p4->m_invMass;
|
||||||
|
|
||||||
pc->triangleRadius = 0.0f;
|
pc->triangleRadius = c->m_t2->m_radius;
|
||||||
|
|
||||||
pc->wB = c->m_w2;
|
pc->wB = c->m_w2;
|
||||||
pc->wC = c->m_w3;
|
pc->wC = c->m_w3;
|
||||||
@ -255,6 +256,14 @@ void b3ClothContactSolver::InitializeTriangleContactConstraints()
|
|||||||
|
|
||||||
vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
|
vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
|
||||||
vc->normalImpulse = c->m_normalImpulse;
|
vc->normalImpulse = c->m_normalImpulse;
|
||||||
|
|
||||||
|
vc->friction = b3MixFriction(c->m_p1->m_friction, c->m_t2->m_friction);
|
||||||
|
vc->tangent1 = b3Perp(n);
|
||||||
|
vc->tangent2 = b3Cross(vc->tangent1, n);
|
||||||
|
vc->tangentMass1 = vc->normalMass;
|
||||||
|
vc->tangentMass2 = vc->normalMass;
|
||||||
|
vc->tangentImpulse1 = c->m_tangentImpulse1;
|
||||||
|
vc->tangentImpulse2 = c->m_tangentImpulse2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -328,21 +337,57 @@ void b3ClothContactSolver::WarmStartTriangleContactConstraints()
|
|||||||
float32 mC = vc->invMassC;
|
float32 mC = vc->invMassC;
|
||||||
float32 mD = vc->invMassD;
|
float32 mD = vc->invMassD;
|
||||||
|
|
||||||
b3Vec3 JA = -vc->normal;
|
{
|
||||||
b3Vec3 JB = vc->wB * vc->normal;
|
b3Vec3 JA = -vc->normal;
|
||||||
b3Vec3 JC = vc->wC * vc->normal;
|
b3Vec3 JB = vc->wB * vc->normal;
|
||||||
b3Vec3 JD = vc->wD * vc->normal;
|
b3Vec3 JC = vc->wC * vc->normal;
|
||||||
|
b3Vec3 JD = vc->wD * vc->normal;
|
||||||
|
|
||||||
b3Vec3 PA = vc->normalImpulse * JA;
|
b3Vec3 PA = vc->normalImpulse * JA;
|
||||||
b3Vec3 PB = vc->normalImpulse * JB;
|
b3Vec3 PB = vc->normalImpulse * JB;
|
||||||
b3Vec3 PC = vc->normalImpulse * JC;
|
b3Vec3 PC = vc->normalImpulse * JC;
|
||||||
b3Vec3 PD = vc->normalImpulse * JD;
|
b3Vec3 PD = vc->normalImpulse * JD;
|
||||||
|
|
||||||
vA += mA * PA;
|
vA += mA * PA;
|
||||||
vB += mB * PB;
|
vB += mB * PB;
|
||||||
vC += mC * PC;
|
vC += mC * PC;
|
||||||
vD += mD * PD;
|
vD += mD * PD;
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
b3Vec3 JA = -vc->tangent1;
|
||||||
|
b3Vec3 JB = vc->wB * vc->tangent1;
|
||||||
|
b3Vec3 JC = vc->wC * vc->tangent1;
|
||||||
|
b3Vec3 JD = vc->wD * vc->tangent1;
|
||||||
|
|
||||||
|
b3Vec3 PA = vc->tangentImpulse1 * JA;
|
||||||
|
b3Vec3 PB = vc->tangentImpulse1 * JB;
|
||||||
|
b3Vec3 PC = vc->tangentImpulse1 * JC;
|
||||||
|
b3Vec3 PD = vc->tangentImpulse1 * JD;
|
||||||
|
|
||||||
|
vA += mA * PA;
|
||||||
|
vB += mB * PB;
|
||||||
|
vC += mC * PC;
|
||||||
|
vD += mD * PD;
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
b3Vec3 JA = -vc->tangent2;
|
||||||
|
b3Vec3 JB = vc->wB * vc->tangent2;
|
||||||
|
b3Vec3 JC = vc->wC * vc->tangent2;
|
||||||
|
b3Vec3 JD = vc->wD * vc->tangent2;
|
||||||
|
|
||||||
|
b3Vec3 PA = vc->tangentImpulse2 * JA;
|
||||||
|
b3Vec3 PB = vc->tangentImpulse2 * JB;
|
||||||
|
b3Vec3 PC = vc->tangentImpulse2 * JC;
|
||||||
|
b3Vec3 PD = vc->tangentImpulse2 * JD;
|
||||||
|
|
||||||
|
vA += mA * PA;
|
||||||
|
vB += mB * PB;
|
||||||
|
vC += mC * PC;
|
||||||
|
vD += mD * PD;
|
||||||
|
}
|
||||||
|
|
||||||
v[indexA] = vA;
|
v[indexA] = vA;
|
||||||
v[indexB] = vB;
|
v[indexB] = vB;
|
||||||
v[indexC] = vC;
|
v[indexC] = vC;
|
||||||
@ -467,30 +512,95 @@ void b3ClothContactSolver::SolveTriangleContactVelocityConstraints()
|
|||||||
b3Vec3 vC = v[indexC];
|
b3Vec3 vC = v[indexC];
|
||||||
b3Vec3 vD = v[indexD];
|
b3Vec3 vD = v[indexD];
|
||||||
|
|
||||||
b3Vec3 vCB = wB * vB + wC * vC + wD * vD;
|
// Solve normal constraint.
|
||||||
|
{
|
||||||
|
b3Vec3 vCB = wB * vB + wC * vC + wD * vD;
|
||||||
|
|
||||||
float32 Cdot = b3Dot(vCB - vA, vc->normal);
|
float32 Cdot = b3Dot(vCB - vA, vc->normal);
|
||||||
|
|
||||||
float32 impulse = -vc->normalMass * Cdot;
|
float32 impulse = -vc->normalMass * Cdot;
|
||||||
|
|
||||||
float32 oldImpulse = vc->normalImpulse;
|
float32 oldImpulse = vc->normalImpulse;
|
||||||
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
|
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
|
||||||
impulse = vc->normalImpulse - oldImpulse;
|
impulse = vc->normalImpulse - oldImpulse;
|
||||||
|
|
||||||
b3Vec3 JA = -vc->normal;
|
b3Vec3 JA = -vc->normal;
|
||||||
b3Vec3 JB = wB * vc->normal;
|
b3Vec3 JB = wB * vc->normal;
|
||||||
b3Vec3 JC = wC * vc->normal;
|
b3Vec3 JC = wC * vc->normal;
|
||||||
b3Vec3 JD = wD * vc->normal;
|
b3Vec3 JD = wD * vc->normal;
|
||||||
|
|
||||||
b3Vec3 PA = impulse * JA;
|
b3Vec3 PA = impulse * JA;
|
||||||
b3Vec3 PB = impulse * JB;
|
b3Vec3 PB = impulse * JB;
|
||||||
b3Vec3 PC = impulse * JC;
|
b3Vec3 PC = impulse * JC;
|
||||||
b3Vec3 PD = impulse * JD;
|
b3Vec3 PD = impulse * JD;
|
||||||
|
|
||||||
vA += mA * PA;
|
vA += mA * PA;
|
||||||
vB += mB * PB;
|
vB += mB * PB;
|
||||||
vC += mC * PC;
|
vC += mC * PC;
|
||||||
vD += mD * PD;
|
vD += mD * PD;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Solve tangent constraint.
|
||||||
|
{
|
||||||
|
float32 hi = vc->friction * vc->normalImpulse;
|
||||||
|
float32 lo = -hi;
|
||||||
|
|
||||||
|
b3Vec3 vCB = wB * vB + wC * vC + wD * vD;
|
||||||
|
|
||||||
|
float32 Cdot = b3Dot(vCB - vA, vc->tangent1);
|
||||||
|
|
||||||
|
float32 impulse = -vc->tangentMass1 * Cdot;
|
||||||
|
|
||||||
|
float32 oldImpulse = vc->tangentImpulse1;
|
||||||
|
vc->tangentImpulse1 = b3Clamp(vc->tangentImpulse1 + impulse, lo, hi);
|
||||||
|
impulse = vc->tangentImpulse1 - oldImpulse;
|
||||||
|
|
||||||
|
b3Vec3 JA = -vc->tangent1;
|
||||||
|
b3Vec3 JB = wB * vc->tangent1;
|
||||||
|
b3Vec3 JC = wC * vc->tangent1;
|
||||||
|
b3Vec3 JD = wD * vc->tangent1;
|
||||||
|
|
||||||
|
b3Vec3 PA = impulse * JA;
|
||||||
|
b3Vec3 PB = impulse * JB;
|
||||||
|
b3Vec3 PC = impulse * JC;
|
||||||
|
b3Vec3 PD = impulse * JD;
|
||||||
|
|
||||||
|
vA += mA * PA;
|
||||||
|
vB += mB * PB;
|
||||||
|
vC += mC * PC;
|
||||||
|
vD += mD * PD;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Solve bitangent constraint.
|
||||||
|
{
|
||||||
|
float32 hi = vc->friction * vc->normalImpulse;
|
||||||
|
float32 lo = -hi;
|
||||||
|
|
||||||
|
b3Vec3 vCB = wB * vB + wC * vC + wD * vD;
|
||||||
|
|
||||||
|
float32 Cdot = b3Dot(vCB - vA, vc->tangent2);
|
||||||
|
|
||||||
|
float32 impulse = -vc->tangentMass2 * Cdot;
|
||||||
|
|
||||||
|
float32 oldImpulse = vc->tangentImpulse2;
|
||||||
|
vc->tangentImpulse2 = b3Clamp(vc->tangentImpulse2 + impulse, lo, hi);
|
||||||
|
impulse = vc->tangentImpulse2 - oldImpulse;
|
||||||
|
|
||||||
|
b3Vec3 JA = -vc->tangent2;
|
||||||
|
b3Vec3 JB = wB * vc->tangent2;
|
||||||
|
b3Vec3 JC = wC * vc->tangent2;
|
||||||
|
b3Vec3 JD = wD * vc->tangent2;
|
||||||
|
|
||||||
|
b3Vec3 PA = impulse * JA;
|
||||||
|
b3Vec3 PB = impulse * JB;
|
||||||
|
b3Vec3 PC = impulse * JC;
|
||||||
|
b3Vec3 PD = impulse * JD;
|
||||||
|
|
||||||
|
vA += mA * PA;
|
||||||
|
vB += mB * PB;
|
||||||
|
vC += mC * PC;
|
||||||
|
vD += mD * PD;
|
||||||
|
}
|
||||||
|
|
||||||
v[indexA] = vA;
|
v[indexA] = vA;
|
||||||
v[indexB] = vB;
|
v[indexB] = vB;
|
||||||
@ -516,6 +626,8 @@ void b3ClothContactSolver::StoreImpulses()
|
|||||||
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
|
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
|
||||||
|
|
||||||
c->m_normalImpulse = vc->normalImpulse;
|
c->m_normalImpulse = vc->normalImpulse;
|
||||||
|
c->m_tangentImpulse1 = vc->tangentImpulse1;
|
||||||
|
c->m_tangentImpulse2 = vc->tangentImpulse2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
40
src/bounce/cloth/cloth_triangle.cpp
Normal file
40
src/bounce/cloth/cloth_triangle.cpp
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
/*
|
||||||
|
* 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/cloth_triangle.h>
|
||||||
|
#include <bounce/cloth/cloth.h>
|
||||||
|
#include <bounce/cloth/cloth_mesh.h>
|
||||||
|
|
||||||
|
void b3ClothTriangle::Synchronize(const b3Vec3& displacement)
|
||||||
|
{
|
||||||
|
b3ClothMeshTriangle* triangle = m_cloth->m_mesh->triangles + m_triangle;
|
||||||
|
|
||||||
|
b3Particle* p1 = m_cloth->m_vertexParticles[triangle->v1];
|
||||||
|
b3Particle* p2 = m_cloth->m_vertexParticles[triangle->v2];
|
||||||
|
b3Particle* p3 = m_cloth->m_vertexParticles[triangle->v3];
|
||||||
|
|
||||||
|
b3Vec3 x1 = p1->m_position;
|
||||||
|
b3Vec3 x2 = p2->m_position;
|
||||||
|
b3Vec3 x3 = p3->m_position;
|
||||||
|
|
||||||
|
b3AABB3 aabb;
|
||||||
|
aabb.Set(x1, x2, x3);
|
||||||
|
aabb.Extend(m_radius);
|
||||||
|
|
||||||
|
m_cloth->m_contactManager.m_broadPhase.MoveProxy(m_aabbProxy.broadPhaseId, aabb, displacement);
|
||||||
|
}
|
@ -19,6 +19,7 @@
|
|||||||
#include <bounce/cloth/particle.h>
|
#include <bounce/cloth/particle.h>
|
||||||
#include <bounce/cloth/cloth.h>
|
#include <bounce/cloth/cloth.h>
|
||||||
#include <bounce/cloth/cloth_mesh.h>
|
#include <bounce/cloth/cloth_mesh.h>
|
||||||
|
#include <bounce/cloth/cloth_triangle.h>
|
||||||
|
|
||||||
void b3ParticleBodyContactWorldPoint::Initialize(const b3ParticleBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB)
|
void b3ParticleBodyContactWorldPoint::Initialize(const b3ParticleBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB)
|
||||||
{
|
{
|
||||||
@ -70,13 +71,11 @@ b3Particle::~b3Particle()
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void b3Particle::Synchronize()
|
void b3Particle::Synchronize(const b3Vec3& displacement)
|
||||||
{
|
{
|
||||||
b3AABB3 aabb;
|
b3AABB3 aabb;
|
||||||
aabb.Set(m_position, m_radius);
|
aabb.Set(m_position, m_radius);
|
||||||
|
|
||||||
b3Vec3 displacement = m_cloth->m_dt * m_velocity;
|
|
||||||
|
|
||||||
m_cloth->m_contactManager.m_broadPhase.MoveProxy(m_aabbProxy.broadPhaseId, aabb, displacement);
|
m_cloth->m_contactManager.m_broadPhase.MoveProxy(m_aabbProxy.broadPhaseId, aabb, displacement);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -93,7 +92,7 @@ void b3Particle::SynchronizeTriangles()
|
|||||||
|
|
||||||
if (triangle->v1 == m_vertex || triangle->v2 == m_vertex || triangle->v3 == m_vertex)
|
if (triangle->v1 == m_vertex || triangle->v2 == m_vertex || triangle->v3 == m_vertex)
|
||||||
{
|
{
|
||||||
m_cloth->SynchronizeTriangle(i);
|
m_cloth->GetTriangle(i)->Synchronize(b3Vec3_zero);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -134,7 +133,7 @@ void b3Particle::SetType(b3ParticleType type)
|
|||||||
m_velocity.SetZero();
|
m_velocity.SetZero();
|
||||||
m_translation.SetZero();
|
m_translation.SetZero();
|
||||||
|
|
||||||
Synchronize();
|
Synchronize(b3Vec3_zero);
|
||||||
SynchronizeTriangles();
|
SynchronizeTriangles();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user