Small refactor. Allow cloth particle to collide with multiple shapes. This is a more general solution.
This commit is contained in:
@ -26,16 +26,14 @@
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#include <bounce/cloth/cloth_contact_manager.h>
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class b3World;
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class b3Shape;
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class b3Particle;
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class b3ClothTriangle;
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class b3Force;
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struct b3ParticleBodyContact;
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struct b3ParticleDef;
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class b3Particle;
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struct b3ForceDef;
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class b3Force;
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class b3ClothTriangle;
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struct b3ClothMesh;
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@ -44,8 +42,6 @@ class b3RayCastListener;
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struct b3RayCastInput;
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struct b3RayCastOutput;
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struct b3ClothAABBProxy;
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struct b3ClothRayCastSingleOutput
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{
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u32 triangle;
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@ -161,9 +157,6 @@ private:
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// Compute mass of each particle.
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void ComputeMass();
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// Update particle-body contacts
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void UpdateParticleBodyContacts();
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// Solve
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void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
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38
include/bounce/cloth/cloth_collision.h
Normal file
38
include/bounce/cloth/cloth_collision.h
Normal file
@ -0,0 +1,38 @@
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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_COLLISION_H
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#define B3_CLOTH_COLLISION_H
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#include <bounce/common/math/vec3.h>
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// Cloth primitive type
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enum b3ClothAABBProxyType
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{
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e_particleProxy,
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e_triangleProxy
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};
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// Cloth primitive broadphase proxy
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struct b3ClothAABBProxy
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{
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b3ClothAABBProxyType type;
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void* owner;
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};
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#endif
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@ -19,7 +19,8 @@
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#ifndef B3_CLOTH_CONTACT_MANAGER_H
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#define B3_CLOTH_CONTACT_MANAGER_H
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#include <bounce/cloth/cloth_contact.h>
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#include <bounce/cloth/cloth_particle_body_contact.h>
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#include <bounce/cloth/cloth_particle_triangle_contact.h>
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#include <bounce/collision/broad_phase.h>
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#include <bounce/common/memory/block_pool.h>
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#include <bounce/common/template/list.h>
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@ -32,21 +33,31 @@ class b3ClothContactManager
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public:
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b3ClothContactManager();
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// The broad-phase callback.
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void AddPair(void* data1, void* data2);
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void FindNewContacts();
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void AddPair(void* data1, void* data2);
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void FindNewClothContacts();
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void AddPSPair(b3Particle* p1, b3Shape* s2);
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void FindNewBodyContacts();
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void UpdateContacts();
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void UpdateClothContacts();
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void UpdateBodyContacts();
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b3ParticleTriangleContact* CreateParticleTriangleContact();
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void Destroy(b3ParticleTriangleContact* c);
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b3ParticleBodyContact* CreateParticleBodyContact();
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void Destroy(b3ParticleBodyContact* c);
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b3BlockPool m_particleTriangleContactBlocks;
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b3BlockPool m_particleBodyContactBlocks;
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b3Cloth* m_cloth;
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b3BroadPhase m_broadPhase;
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b3List2<b3ParticleTriangleContact> m_particleTriangleContactList;
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b3List2<b3ParticleBodyContact> m_particleBodyContactList;
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};
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#endif
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@ -27,7 +27,7 @@ class b3StackAllocator;
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class b3Particle;
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class b3Body;
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struct b3ParticleBodyContact;
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class b3ParticleBodyContact;
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class b3ParticleTriangleContact;
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struct b3ClothSolverBodyContactVelocityConstraint
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76
include/bounce/cloth/cloth_particle_body_contact.h
Normal file
76
include/bounce/cloth/cloth_particle_body_contact.h
Normal file
@ -0,0 +1,76 @@
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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_PARTICLE_BODY_CONTACT_H
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#define B3_CLOTH_PARTICLE_BODY_CONTACT_H
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#include <bounce/common/template/list.h>
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#include <bounce/common/math/vec2.h>
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#include <bounce/common/math/vec3.h>
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#include <bounce/common/math/transform.h>
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class b3Particle;
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class b3Shape;
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// A contact between a particle and a body
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class b3ParticleBodyContact
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{
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public:
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private:
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friend class b3List2<b3ParticleBodyContact>;
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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 b3ClothSolver;
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friend class b3ClothContactSolver;
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friend struct b3ParticleBodyContactWorldPoint;
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b3ParticleBodyContact() { }
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~b3ParticleBodyContact() { }
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void Update();
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b3Particle* m_p1;
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b3Shape* m_s2;
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bool m_active;
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// Contact constraint
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b3Vec3 m_normal1;
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b3Vec3 m_localPoint1;
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b3Vec3 m_localPoint2;
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float32 m_normalImpulse;
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// Friction constraint
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b3Vec3 m_tangent1, m_tangent2;
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b3Vec2 m_tangentImpulse;
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b3ParticleBodyContact* m_prev;
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b3ParticleBodyContact* m_next;
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};
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struct b3ParticleBodyContactWorldPoint
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{
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void Initialize(const b3ParticleBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
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b3Vec3 point;
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b3Vec3 normal;
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float32 separation;
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};
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#endif
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@ -16,8 +16,8 @@
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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_CONTACT_H
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#define B3_CLOTH_CONTACT_H
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#ifndef B3_CLOTH_PARTICLE_TRIANGLE_CONTACT_H
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#define B3_CLOTH_PARTICLE_TRIANGLE_CONTACT_H
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#include <bounce/common/template/list.h>
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@ -29,11 +29,11 @@ class b3ParticleTriangleContact
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{
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public:
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private:
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friend class b3List2<b3ParticleTriangleContact>;
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friend class b3Cloth;
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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 b3List2<b3ParticleTriangleContact>;
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friend class b3ClothContactSolver;
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b3ParticleTriangleContact() { }
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@ -26,7 +26,7 @@ class b3StackAllocator;
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class b3Particle;
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class b3Force;
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struct b3ParticleBodyContact;
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class b3ParticleBodyContact;
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class b3ParticleTriangleContact;
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struct b3ClothSolverDef
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@ -19,7 +19,7 @@
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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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#include <bounce/cloth/cloth_collision.h>
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// A cloth triangle
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class b3ClothTriangle
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@ -19,14 +19,10 @@
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#ifndef B3_PARTICLE_H
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#define B3_PARTICLE_H
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#include <bounce/cloth/force.h>
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#include <bounce/common/math/transform.h>
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#include <bounce/common/math/vec2.h>
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#include <bounce/cloth/cloth_collision.h>
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#include <bounce/common/template/list.h>
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class b3Shape;
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class b3Cloth;
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class b3Particle;
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// Static particle: Can be moved manually.
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// Kinematic particle: Non-zero velocity, can be moved by the solver.
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@ -38,7 +34,7 @@ enum b3ParticleType
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e_dynamicParticle
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};
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//
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// Particle definition
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struct b3ParticleDef
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{
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b3ParticleDef()
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@ -63,48 +59,6 @@ struct b3ParticleDef
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void* userData;
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};
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// A contact between a particle and a solid
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struct b3ParticleBodyContact
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{
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b3Particle* p1;
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b3Shape* s2;
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// Contact constraint
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b3Vec3 normal1;
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b3Vec3 localPoint1;
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b3Vec3 localPoint2;
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float32 normalImpulse;
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// Friction constraint
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b3Vec3 t1, t2;
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b3Vec2 tangentImpulse;
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bool active;
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};
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struct b3ParticleBodyContactWorldPoint
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{
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void Initialize(const b3ParticleBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
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b3Vec3 point;
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b3Vec3 normal;
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float32 separation;
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};
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// Cloth primitive type
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enum b3ClothAABBProxyType
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{
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e_particleProxy,
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e_triangleProxy
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};
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// Cloth primitive broadphase proxy
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struct b3ClothAABBProxy
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{
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b3ClothAABBProxyType type;
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void* owner;
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};
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// A cloth particle.
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class b3Particle
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{
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@ -162,6 +116,7 @@ private:
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friend class b3ClothSolver;
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friend class b3ClothForceSolver;
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friend class b3ClothContactManager;
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friend class b3ParticleBodyContact;
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friend class b3ParticleTriangleContact;
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friend class b3ClothContactSolver;
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friend class b3Force;
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@ -223,9 +178,6 @@ private:
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// Parent cloth
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b3Cloth* m_cloth;
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// Contact
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b3ParticleBodyContact m_bodyContact;
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// AABB Proxy
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b3ClothAABBProxy m_aabbProxy;
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@ -140,6 +140,9 @@ public:
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// Set the user data associated with this shape.
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void SetUserData(void* data);
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// Get broadphase AABB
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const b3AABB3& GetAABB() const;
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// Dump this shape to the log file.
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void Dump(u32 bodyIndex) const;
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