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

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@ -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

View File

@ -19,6 +19,7 @@
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/force.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/cloth_solver.h>
@ -161,11 +162,10 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
m_mesh = def.mesh;
m_density = def.density;
m_contactManager.m_cloth = this;
m_dt = 0.0f;
const b3ClothMesh* m = m_mesh;
// Create particles
// Initialize particles
m_vertexParticles = (b3Particle**)b3Alloc(m->vertexCount * sizeof(b3Particle*));
for (u32 i = 0; i < m->vertexCount; ++i)
{
@ -176,7 +176,6 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
b3Particle* p = CreateParticle(pd);
p->m_aabbProxy.index = i;
p->m_vertex = i;
m_vertexParticles[i] = p;
}
@ -184,7 +183,32 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
// Compute mass
ComputeMass();
// Create forces
// Initialize triangles
m_triangles = (b3ClothTriangle*)b3Alloc(m_mesh->triangleCount * sizeof(b3ClothTriangle));
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
{
b3ClothMeshTriangle* meshTriangle = m_mesh->triangles + i;
b3ClothTriangle* triangle = m_triangles + i;
triangle->m_cloth = this;
triangle->m_radius = def.thickness;
triangle->m_friction = def.friction;
triangle->m_triangle = i;
b3Vec3 v1 = m_mesh->vertices[meshTriangle->v1];
b3Vec3 v2 = m_mesh->vertices[meshTriangle->v2];
b3Vec3 v3 = m_mesh->vertices[meshTriangle->v3];
b3AABB3 aabb;
aabb.Set(v1, v2, v3);
aabb.Extend(triangle->m_radius);
triangle->m_aabbProxy.type = e_triangleProxy;
triangle->m_aabbProxy.data = triangle;
triangle->m_aabbProxy.broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, &triangle->m_aabbProxy);
}
// Initialize forces
b3StackAllocator* allocator = &m_stackAllocator;
// Worst-case edge memory
@ -251,32 +275,15 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
}
}
// Initialize triangle proxies
m_triangleProxies = (b3ClothAABBProxy*)b3Alloc(m_mesh->triangleCount * sizeof(b3ClothAABBProxy));
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
{
b3ClothMeshTriangle* triangle = m_mesh->triangles + i;
b3ClothAABBProxy* triangleProxy = m_triangleProxies + i;
b3Vec3 v1 = m_mesh->vertices[triangle->v1];
b3Vec3 v2 = m_mesh->vertices[triangle->v2];
b3Vec3 v3 = m_mesh->vertices[triangle->v3];
b3AABB3 aabb;
aabb.Set(v1, v2, v3);
triangleProxy->type = e_triangleProxy;
triangleProxy->index = i;
triangleProxy->data = triangle;
triangleProxy->broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, triangleProxy);
}
m_gravity.SetZero();
m_world = nullptr;
}
b3Cloth::~b3Cloth()
{
b3Free(m_vertexParticles);
b3Free(m_triangles);
b3Particle* p = m_particleList.m_head;
while (p)
{
@ -285,9 +292,6 @@ b3Cloth::~b3Cloth()
p0->~b3Particle();
}
b3Free(m_vertexParticles);
b3Free(m_triangleProxies);
b3Force* f = m_forceList.m_head;
while (f)
{
@ -307,7 +311,6 @@ b3Particle* b3Cloth::CreateParticle(const b3ParticleDef& def)
p->m_aabbProxy.type = e_particleProxy;
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);
m_particleList.PushFront(p);
@ -373,6 +376,12 @@ b3Particle* b3Cloth::GetVertexParticle(u32 i)
return m_vertexParticles[i];
}
b3ClothTriangle* b3Cloth::GetTriangle(u32 i)
{
B3_ASSERT(i < m_mesh->triangleCount);
return m_triangles + i;
}
void b3Cloth::ComputeMass()
{
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
@ -428,7 +437,8 @@ struct b3ClothRayCastSingleCallback
return input.maxFraction;
}
u32 triangleIndex = proxy->index;
b3ClothTriangle* triangle = (b3ClothTriangle*)proxy->data;
u32 triangleIndex = triangle->GetTriangle();
b3RayCastOutput subOutput;
if (cloth->RayCast(&subOutput, &input, triangleIndex))
@ -436,7 +446,7 @@ struct b3ClothRayCastSingleCallback
// Ray hits triangle.
if (subOutput.fraction < output0.fraction)
{
triangle0 = proxy->index;
triangle0 = triangleIndex;
output0.fraction = subOutput.fraction;
output0.normal = subOutput.normal;
}
@ -638,8 +648,6 @@ void b3Cloth::Step(float32 dt, u32 velocityIterations, u32 positionIterations)
{
B3_PROFILE("Cloth Step");
m_dt = dt;
// Update particle-body contacts
UpdateParticleBodyContacts();
@ -662,13 +670,29 @@ void b3Cloth::Step(float32 dt, u32 velocityIterations, u32 positionIterations)
// Synchronize particles
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
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
@ -679,34 +703,6 @@ void b3Cloth::Step(float32 dt, u32 velocityIterations, u32 positionIterations)
#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
{
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)

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@ -20,6 +20,7 @@
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
b3ClothContactManager::b3ClothContactManager() :
m_particleTriangleContactBlocks(sizeof(b3ParticleTriangleContact))
@ -62,7 +63,8 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
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* p3 = m_cloth->m_vertexParticles[triangle->v2];
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.
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.
return;
@ -86,7 +88,7 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
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.
return;
@ -96,12 +98,13 @@ void b3ClothContactManager::AddPair(void* data1, void* data2)
b3ParticleTriangleContact* c = CreateParticleTriangleContact();
c->m_p1 = p1;
c->m_triangle = triangle;
c->m_triangleProxy = proxy2;
c->m_t2 = t2;
c->m_p2 = p2;
c->m_p3 = p3;
c->m_p4 = p4;
c->m_normalImpulse = 0.0f;
c->m_tangentImpulse1 = 0.0f;
c->m_tangentImpulse2 = 0.0f;
c->m_active = false;
// Add the contact to the cloth contact list.
@ -144,7 +147,7 @@ void b3ClothContactManager::UpdateContacts()
}
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.
bool overlap = m_broadPhase.TestOverlap(proxy1, proxy2);

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@ -19,6 +19,7 @@
#include <bounce/cloth/cloth_contact_solver.h>
#include <bounce/cloth/cloth_contact_manager.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/dense_vec3.h>
#include <bounce/common/memory/stack_allocator.h>
#include <bounce/dynamics/shapes/shape.h>
@ -214,7 +215,7 @@ void b3ClothContactSolver::InitializeTriangleContactConstraints()
pc->indexD = c->m_p4->m_solverId;
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->wC = c->m_w3;
@ -255,6 +256,14 @@ void b3ClothContactSolver::InitializeTriangleContactConstraints()
vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
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 mD = vc->invMassD;
b3Vec3 JA = -vc->normal;
b3Vec3 JB = vc->wB * vc->normal;
b3Vec3 JC = vc->wC * vc->normal;
b3Vec3 JD = vc->wD * vc->normal;
{
b3Vec3 JA = -vc->normal;
b3Vec3 JB = vc->wB * vc->normal;
b3Vec3 JC = vc->wC * vc->normal;
b3Vec3 JD = vc->wD * vc->normal;
b3Vec3 PA = vc->normalImpulse * JA;
b3Vec3 PB = vc->normalImpulse * JB;
b3Vec3 PC = vc->normalImpulse * JC;
b3Vec3 PD = vc->normalImpulse * JD;
b3Vec3 PA = vc->normalImpulse * JA;
b3Vec3 PB = vc->normalImpulse * JB;
b3Vec3 PC = vc->normalImpulse * JC;
b3Vec3 PD = vc->normalImpulse * JD;
vA += mA * PA;
vB += mB * PB;
vC += mC * PC;
vD += mD * PD;
vA += mA * PA;
vB += mB * PB;
vC += mC * PC;
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[indexB] = vB;
v[indexC] = vC;
@ -467,30 +512,95 @@ void b3ClothContactSolver::SolveTriangleContactVelocityConstraints()
b3Vec3 vC = v[indexC];
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;
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
impulse = vc->normalImpulse - oldImpulse;
float32 oldImpulse = vc->normalImpulse;
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
impulse = vc->normalImpulse - oldImpulse;
b3Vec3 JA = -vc->normal;
b3Vec3 JB = wB * vc->normal;
b3Vec3 JC = wC * vc->normal;
b3Vec3 JD = wD * vc->normal;
b3Vec3 JA = -vc->normal;
b3Vec3 JB = wB * vc->normal;
b3Vec3 JC = wC * vc->normal;
b3Vec3 JD = wD * vc->normal;
b3Vec3 PA = impulse * JA;
b3Vec3 PB = impulse * JB;
b3Vec3 PC = impulse * JC;
b3Vec3 PD = impulse * JD;
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;
vA += mA * PA;
vB += mB * PB;
vC += mC * PC;
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[indexB] = vB;
@ -516,6 +626,8 @@ void b3ClothContactSolver::StoreImpulses()
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
c->m_normalImpulse = vc->normalImpulse;
c->m_tangentImpulse1 = vc->tangentImpulse1;
c->m_tangentImpulse2 = vc->tangentImpulse2;
}
}

View 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);
}

View File

@ -19,6 +19,7 @@
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth.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)
{
@ -70,13 +71,11 @@ b3Particle::~b3Particle()
}
void b3Particle::Synchronize()
void b3Particle::Synchronize(const b3Vec3& displacement)
{
b3AABB3 aabb;
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);
}
@ -93,7 +92,7 @@ void b3Particle::SynchronizeTriangles()
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_translation.SetZero();
Synchronize();
Synchronize(b3Vec3_zero);
SynchronizeTriangles();
}