delegate cloth contacts, bugfix, optimization

This commit is contained in:
Irlan 2018-08-13 14:24:07 -03:00
parent 45f8ae2928
commit 22e2f58055
9 changed files with 1394 additions and 1263 deletions

View File

@ -294,6 +294,7 @@ private:
friend class b3ContactManager;
friend class b3ContactSolver;
friend class b3ClothSolver;
friend class b3ClothContactSolver;
friend class b3Joint;
friend class b3JointManager;

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@ -154,7 +154,10 @@ private:
// Update triangle contacts.
void UpdateTriangleContacts();
// Update contacts
void UpdateContacts();
// Solve
void Solve(float32 dt, const b3Vec3& gravity);
@ -170,6 +173,9 @@ private:
// Pool of particles
b3BlockPool m_particleBlocks;
// Pool of body contacts
b3BlockPool m_bodyContactBlocks;
// Pool of particle contacts
b3BlockPool m_particleContactBlocks;
@ -182,6 +188,9 @@ private:
// List of forces
b3List2<b3Force> m_forceList;
// List of particle contacts
b3List2<b3BodyContact> m_bodyContactList;
// List of particle contacts
b3List2<b3ParticleContact> m_particleContactList;

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@ -0,0 +1,230 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_CLOTH_CONTACT_SOLVER_H
#define B3_CLOTH_CONTACT_SOLVER_H
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
class b3StackAllocator;
class b3Particle;
class b3Body;
struct b3DenseVec3;
struct b3DiagMat33;
struct b3SparseSymMat33;
class b3BodyContact;
class b3ParticleContact;
class b3TriangleContact;
struct b3ClothSolverBodyContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 friction;
b3Vec3 point;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 velocityBias;
b3Vec3 tangent1;
b3Vec3 tangent2;
b3Mat22 tangentMass;
b3Vec2 tangentImpulse;
};
struct b3ClothSolverBodyContactPositionConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
float32 radiusA;
b3Vec3 localCenterA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 radiusB;
b3Vec3 localCenterB;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 localPointA;
b3Vec3 localPointB;
};
struct b3ClothSolverParticleContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
u32 indexB;
float32 invMassB;
float32 friction;
b3Vec3 point;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 velocityBias;
b3Vec3 tangent1;
b3Vec3 tangent2;
b3Mat22 tangentMass;
b3Vec2 tangentImpulse;
};
struct b3ClothSolverParticleContactPositionConstraint
{
u32 indexA;
float32 invMassA;
float32 radiusA;
u32 indexB;
float32 invMassB;
float32 radiusB;
};
struct b3ClothSolverTriangleContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
u32 indexB;
float32 invMassB;
u32 indexC;
float32 invMassC;
u32 indexD;
float32 invMassD;
b3Vec3 JA;
b3Vec3 JB;
b3Vec3 JC;
b3Vec3 JD;
float32 normalMass;
float32 normalImpulse;
};
struct b3ClothSolverTriangleContactPositionConstraint
{
u32 indexA;
float32 invMassA;
float32 radiusA;
u32 indexB;
float32 invMassB;
u32 indexC;
float32 invMassC;
u32 indexD;
float32 invMassD;
float32 triangleRadius;
bool front;
};
struct b3ClothContactSolverDef
{
b3StackAllocator* allocator;
b3DenseVec3* positions;
b3DenseVec3* velocities;
u32 bodyContactCount;
b3BodyContact** bodyContacts;
u32 particleContactCount;
b3ParticleContact** particleContacts;
u32 triangleContactCount;
b3TriangleContact** triangleContacts;
};
inline float32 b3MixFriction(float32 u1, float32 u2)
{
return b3Sqrt(u1 * u2);
}
class b3ClothContactSolver
{
public:
b3ClothContactSolver(const b3ClothContactSolverDef& def);
~b3ClothContactSolver();
void InitializeBodyContactConstraints();
void InitializeParticleContactConstraints();
void InitializeTriangleContactConstraints();
void WarmStart();
void SolveBodyContactVelocityConstraints();
void SolveParticleContactVelocityConstraints();
void SolveTriangleContactVelocityConstraints();
void StoreImpulses();
bool SolveBodyContactPositionConstraints();
bool SolveParticleContactPositionConstraints();
bool SolveTriangleContactPositionConstraints();
protected:
b3StackAllocator* m_allocator;
b3DenseVec3* m_positions;
b3DenseVec3* m_velocities;
u32 m_bodyContactCount;
b3BodyContact** m_bodyContacts;
b3ClothSolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
b3ClothSolverBodyContactPositionConstraint* m_bodyPositionConstraints;
u32 m_particleContactCount;
b3ParticleContact** m_particleContacts;
b3ClothSolverParticleContactVelocityConstraint* m_particleVelocityConstraints;
b3ClothSolverParticleContactPositionConstraint* m_particlePositionConstraints;
u32 m_triangleContactCount;
b3TriangleContact** m_triangleContacts;
b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
};
#endif

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@ -27,14 +27,15 @@ class b3StackAllocator;
class b3Particle;
class b3Body;
class b3Force;
class b3BodyContact;
class b3ParticleContact;
class b3TriangleContact;
struct b3DenseVec3;
struct b3DiagMat33;
struct b3SparseSymMat33;
class b3BodyContact;
class b3ParticleContact;
class b3TriangleContact;
struct b3ClothSolverDef
{
b3StackAllocator* stack;
@ -68,126 +69,6 @@ struct b3AccelerationConstraint
void Apply(const b3ClothSolverData* data);
};
struct b3ClothSolverBodyContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 friction;
b3Vec3 point;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 velocityBias;
b3Vec3 tangent1;
b3Vec3 tangent2;
b3Mat22 tangentMass;
b3Vec2 tangentImpulse;
};
struct b3ClothSolverBodyContactPositionConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
float32 radiusA;
b3Vec3 localCenterA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 radiusB;
b3Vec3 localCenterB;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 localPointA;
b3Vec3 localPointB;
};
struct b3ClothSolverParticleContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
u32 indexB;
float32 invMassB;
float32 friction;
b3Vec3 point;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 velocityBias;
b3Vec3 tangent1;
b3Vec3 tangent2;
b3Mat22 tangentMass;
b3Vec2 tangentImpulse;
};
struct b3ClothSolverParticleContactPositionConstraint
{
u32 indexA;
float32 invMassA;
float32 radiusA;
u32 indexB;
float32 invMassB;
float32 radiusB;
};
struct b3ClothSolverTriangleContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
u32 indexB;
float32 invMassB;
u32 indexC;
float32 invMassC;
u32 indexD;
float32 invMassD;
b3Vec3 JA;
b3Vec3 JB;
b3Vec3 JC;
b3Vec3 JD;
float32 normalMass;
float32 normalImpulse;
};
struct b3ClothSolverTriangleContactPositionConstraint
{
u32 indexA;
float32 invMassA;
float32 radiusA;
u32 indexB;
float32 invMassB;
u32 indexC;
float32 invMassC;
u32 indexD;
float32 invMassD;
float32 triangleRadius;
bool front;
};
class b3ClothSolver
{
public:
@ -211,39 +92,6 @@ private:
// Solve Ax = b.
void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
//
void InitializeBodyContactConstraints();
//
void InitializeParticleContactConstraints();
//
void InitializeTriangleContactConstraints();
//
void WarmStart();
//
void SolveBodyContactVelocityConstraints();
//
void SolveParticleContactVelocityConstraints();
//
void SolveTriangleContactVelocityConstraints();
//
void StoreImpulses();
//
bool SolveBodyContactPositionConstraints();
//
bool SolveParticleContactPositionConstraints();
//
bool SolveTriangleContactPositionConstraints();
b3StackAllocator* m_allocator;
u32 m_particleCapacity;
@ -257,24 +105,18 @@ private:
u32 m_constraintCapacity;
u32 m_constraintCount;
b3AccelerationConstraint* m_constraints;
u32 m_bodyContactCapacity;
u32 m_bodyContactCount;
b3BodyContact** m_bodyContacts;
b3ClothSolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
b3ClothSolverBodyContactPositionConstraint* m_bodyPositionConstraints;
u32 m_particleContactCapacity;
u32 m_particleContactCount;
b3ParticleContact** m_particleContacts;
b3ClothSolverParticleContactVelocityConstraint* m_particleVelocityConstraints;
b3ClothSolverParticleContactPositionConstraint* m_particlePositionConstraints;
u32 m_triangleContactCapacity;
u32 m_triangleContactCount;
b3TriangleContact** m_triangleContacts;
b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
b3ClothSolverData m_solverData;
};

View File

@ -80,8 +80,8 @@ public:
b3Vec3 t1, t2;
b3Vec2 tangentImpulse;
//
bool active;
b3BodyContact* m_prev;
b3BodyContact* m_next;
};
struct b3BodyContactWorldPoint
@ -198,6 +198,7 @@ private:
friend class b3List2<b3Particle>;
friend class b3Cloth;
friend class b3ClothSolver;
friend class b3ClothContactSolver;
friend class b3Force;
friend class b3SpringForce;
friend class b3BendForce;
@ -239,9 +240,6 @@ private:
// Cloth mesh vertex index.
u32 m_vertex;
// Contact
b3BodyContact m_contact;
// Solver temp
// Identifier

View File

@ -151,6 +151,7 @@ static u32 b3FindSharedEdges(b3SharedEdge* sharedEdges, const b3ClothMesh* m)
b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) :
m_particleBlocks(sizeof(b3Particle)),
m_bodyContactBlocks(sizeof(b3BodyContact)),
m_particleContactBlocks(sizeof(b3ParticleContact)),
m_triangleContactBlocks(sizeof(b3TriangleContact))
{
@ -509,25 +510,30 @@ bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32
void b3Cloth::UpdateBodyContacts()
{
B3_PROFILE("Update Body Contacts");
// Clear buffer
b3BodyContact* c = m_bodyContactList.m_head;
while (c)
{
b3BodyContact* c0 = c;
c = c->m_next;
m_bodyContactList.Remove(c0);
c0->~b3BodyContact();
m_bodyContactBlocks.Free(c0);
}
// Create contacts
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
{
b3BodyContact* c = &p->m_contact;
b3BodyContact c0 = *c;
c->active = false;
b3Sphere s1;
s1.vertex = p->m_position;
s1.radius = p->m_radius;
// Find the deepest penetration
b3Shape* bestShape = nullptr;
float32 bestSeparation = 0.0f;
b3Vec3 bestPoint(0.0f, 0.0f, 0.0f);
b3Vec3 bestNormal(0.0f, 0.0f, 0.0f);
b3Shape* bestShape = nullptr;
for (b3Body* body = m_world->GetBodyList().m_head; body; body = body->GetNext())
{
@ -545,10 +551,10 @@ void b3Cloth::UpdateBodyContacts()
{
if (output.separation < bestSeparation)
{
bestShape = shape;
bestSeparation = output.separation;
bestPoint = output.point;
bestNormal = output.normal;
bestShape = shape;
}
}
}
@ -562,25 +568,21 @@ void b3Cloth::UpdateBodyContacts()
// Ensure the the normal points from the particle 1 to shape 2
b3Shape* shape = bestShape;
b3Body* body = shape->GetBody();
float32 s = bestSeparation;
b3Vec3 cb = bestPoint;
b3Vec3 n = -bestNormal;
float32 separation = bestSeparation;
b3Vec3 point = bestPoint;
b3Vec3 normal = -bestNormal;
c->active = true;
b3BodyContact* c = (b3BodyContact*)m_bodyContactBlocks.Allocate();
c->p1 = p;
c->s2 = shape;
c->localPoint1.SetZero();
c->localPoint2 = body->GetLocalPoint(cb);
c->t1 = b3Perp(n);
c->t2 = b3Cross(c->t1, n);
c->localPoint2 = body->GetLocalPoint(point);
c->t1 = b3Perp(normal);
c->t2 = b3Cross(c->t1, normal);
c->normalImpulse = 0.0f;
c->tangentImpulse.SetZero();
if (c0.active == true)
{
c->normalImpulse = c->normalImpulse;
c->tangentImpulse = c->tangentImpulse;
}
m_bodyContactList.PushFront(c);
}
}
@ -888,7 +890,7 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
solverDef.stack = &m_world->m_stackAllocator;
solverDef.particleCapacity = m_particleList.m_count;
solverDef.forceCapacity = m_forceList.m_count;
solverDef.bodyContactCapacity = m_particleList.m_count;
solverDef.bodyContactCapacity = m_bodyContactList.m_count;
solverDef.particleContactCapacity = m_particleContactList.m_count;
solverDef.triangleContactCapacity = m_triangleContactList.m_count;
@ -903,25 +905,20 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
{
solver.Add(f);
}
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
for (b3BodyContact* c = m_bodyContactList.m_head; c; c = c->m_next)
{
b3BodyContact* bc = &p->m_contact;
if (bc->active)
{
solver.Add(bc);
}
solver.Add(c);
}
for (b3ParticleContact* pc = m_particleContactList.m_head; pc; pc = pc->m_next)
for (b3ParticleContact* c = m_particleContactList.m_head; c; c = c->m_next)
{
solver.Add(pc);
solver.Add(c);
}
for (b3TriangleContact* tc = m_triangleContactList.m_head; tc; tc = tc->m_next)
for (b3TriangleContact* c = m_triangleContactList.m_head; c; c = c->m_next)
{
solver.Add(tc);
solver.Add(c);
}
// Solve
@ -935,10 +932,8 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
}
}
void b3Cloth::Step(float32 dt, const b3Vec3& gravity)
void b3Cloth::UpdateContacts()
{
B3_PROFILE("Step");
// Update body contacts
UpdateBodyContacts();
@ -947,7 +942,15 @@ void b3Cloth::Step(float32 dt, const b3Vec3& gravity)
// Update triangle contacts
UpdateTriangleContacts();
}
void b3Cloth::Step(float32 dt, const b3Vec3& gravity)
{
B3_PROFILE("Step");
// Update contacts
UpdateContacts();
// Solve constraints, integrate state, clear forces and translations.
if (dt > 0.0f)
{
@ -973,25 +976,6 @@ void b3Cloth::Draw() const
{
b3Draw_draw->DrawPoint(p->m_position, 4.0f, b3Color_green);
}
b3BodyContact* c = &p->m_contact;
if (c->active)
{
b3Particle* pA = c->p1;
b3Body* bB = c->s2->GetBody();
b3Transform xfA;
xfA.rotation.SetIdentity();
xfA.position = pA->m_position;
b3Transform xfB = bB->GetTransform();
b3BodyContactWorldPoint cp;
cp.Initialize(c, pA->m_radius, xfA, c->s2->m_radius, xfB);
b3Draw_draw->DrawSegment(cp.point, cp.point + cp.normal, b3Color_yellow);
}
}
for (b3Force* f = m_forceList.m_head; f; f = f->m_next)

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@ -0,0 +1,982 @@
/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/dynamics/cloth/cloth_contact_solver.h>
#include <bounce/dynamics/cloth/particle.h>
#include <bounce/dynamics/cloth/dense_vec3.h>
#include <bounce/dynamics/shapes/shape.h>
#include <bounce/dynamics/body.h>
#include <bounce/common/memory/stack_allocator.h>
b3ClothContactSolver::b3ClothContactSolver(const b3ClothContactSolverDef& def)
{
m_allocator = def.allocator;
m_positions = def.positions;
m_velocities = def.velocities;
m_bodyContactCount = def.bodyContactCount;
m_bodyContacts = def.bodyContacts;
m_bodyVelocityConstraints = (b3ClothSolverBodyContactVelocityConstraint*)m_allocator->Allocate(m_bodyContactCount * sizeof(b3ClothSolverBodyContactVelocityConstraint));
m_bodyPositionConstraints = (b3ClothSolverBodyContactPositionConstraint*)m_allocator->Allocate(m_bodyContactCount * sizeof(b3ClothSolverBodyContactPositionConstraint));
m_particleContactCount = def.particleContactCount;
m_particleContacts = def.particleContacts;
m_particleVelocityConstraints = (b3ClothSolverParticleContactVelocityConstraint*)m_allocator->Allocate(m_particleContactCount * sizeof(b3ClothSolverParticleContactVelocityConstraint));
m_particlePositionConstraints = (b3ClothSolverParticleContactPositionConstraint*)m_allocator->Allocate(m_particleContactCount * sizeof(b3ClothSolverParticleContactPositionConstraint));
m_triangleContactCount = def.triangleContactCount;
m_triangleContacts = def.triangleContacts;
m_triangleVelocityConstraints = (b3ClothSolverTriangleContactVelocityConstraint*)m_allocator->Allocate(m_triangleContactCount * sizeof(b3ClothSolverTriangleContactVelocityConstraint));
m_trianglePositionConstraints = (b3ClothSolverTriangleContactPositionConstraint*)m_allocator->Allocate(m_triangleContactCount * sizeof(b3ClothSolverTriangleContactPositionConstraint));
}
b3ClothContactSolver::~b3ClothContactSolver()
{
m_allocator->Free(m_trianglePositionConstraints);
m_allocator->Free(m_triangleVelocityConstraints);
m_allocator->Free(m_particlePositionConstraints);
m_allocator->Free(m_particleVelocityConstraints);
m_allocator->Free(m_bodyPositionConstraints);
m_allocator->Free(m_bodyVelocityConstraints);
}
void b3ClothContactSolver::InitializeBodyContactConstraints()
{
b3DenseVec3& x = *m_positions;
b3DenseVec3& v = *m_velocities;
for (u32 i = 0; i < m_bodyContactCount; ++i)
{
b3BodyContact* c = m_bodyContacts[i];
b3ClothSolverBodyContactVelocityConstraint* vc = m_bodyVelocityConstraints + i;
b3ClothSolverBodyContactPositionConstraint* pc = m_bodyPositionConstraints + i;
vc->indexA = c->p1->m_solverId;
vc->bodyB = c->s2->GetBody();
vc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
vc->invMassB = vc->bodyB->GetInverseMass();
vc->invIA.SetZero();
vc->invIB = vc->bodyB->GetWorldInverseInertia();
vc->friction = b3MixFriction(c->p1->m_friction, c->s2->GetFriction());
pc->indexA = c->p1->m_solverId;
pc->bodyB = vc->bodyB;
pc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
pc->invMassB = vc->bodyB->m_invMass;
pc->invIA.SetZero();
pc->invIB = vc->bodyB->m_worldInvI;
pc->radiusA = c->p1->m_radius;
pc->radiusB = c->s2->m_radius;
pc->localCenterA.SetZero();
pc->localCenterB = pc->bodyB->m_sweep.localCenter;
pc->localPointA = c->localPoint1;
pc->localPointB = c->localPoint2;
}
for (u32 i = 0; i < m_bodyContactCount; ++i)
{
b3BodyContact* c = m_bodyContacts[i];
b3ClothSolverBodyContactVelocityConstraint* vc = m_bodyVelocityConstraints + i;
b3ClothSolverBodyContactPositionConstraint* pc = m_bodyPositionConstraints + i;
u32 indexA = vc->indexA;
b3Body* bodyB = vc->bodyB;
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
b3Mat33 iA = vc->invIA;
b3Mat33 iB = vc->invIB;
b3Vec3 xA = x[indexA];
b3Vec3 xB = bodyB->m_sweep.worldCenter;
b3Quat qA; qA.SetIdentity();
b3Quat qB = bodyB->m_sweep.orientation;
b3Vec3 localCenterA = pc->localCenterA;
b3Vec3 localCenterB = pc->localCenterB;
b3Transform xfA;
xfA.rotation = b3QuatMat33(qA);
xfA.position = xA - b3Mul(xfA.rotation, localCenterA);
b3Transform xfB;
xfB.rotation = b3QuatMat33(qB);
xfB.position = xB - b3Mul(xfB.rotation, localCenterB);
b3BodyContactWorldPoint wp;
wp.Initialize(c, pc->radiusA, xfA, pc->radiusB, xfB);
vc->normal = wp.normal;
vc->tangent1 = c->t1;
vc->tangent2 = c->t2;
vc->point = wp.point;
b3Vec3 point = vc->point;
b3Vec3 rA = point - xA;
b3Vec3 rB = point - xB;
vc->rA = rA;
vc->rB = rB;
vc->normalImpulse = c->normalImpulse;
vc->tangentImpulse = c->tangentImpulse;
{
b3Vec3 n = vc->normal;
b3Vec3 rnA = b3Cross(rA, n);
b3Vec3 rnB = b3Cross(rB, n);
float32 K = mA + mB + b3Dot(iA * rnA, rnA) + b3Dot(iB * rnB, rnB);
vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
vc->velocityBias = 0.0f;
}
{
b3Vec3 t1 = vc->tangent1;
b3Vec3 t2 = vc->tangent2;
b3Vec3 rn1A = b3Cross(rA, t1);
b3Vec3 rn1B = b3Cross(rB, t1);
b3Vec3 rn2A = b3Cross(rA, t2);
b3Vec3 rn2B = b3Cross(rB, t2);
// dot(t1, t2) = 0
// J1_l1 * M1 * J2_l1 = J1_l2 * M2 * J2_l2 = 0
float32 k11 = mA + mB + b3Dot(iA * rn1A, rn1A) + b3Dot(iB * rn1B, rn1B);
float32 k12 = b3Dot(iA * rn1A, rn2A) + b3Dot(iB * rn1B, rn2B);
float32 k22 = mA + mB + b3Dot(iA * rn2A, rn2A) + b3Dot(iB * rn2B, rn2B);
b3Mat22 K;
K.x.Set(k11, k12);
K.y.Set(k12, k22);
vc->tangentMass = b3Inverse(K);
}
}
}
void b3ClothContactSolver::InitializeParticleContactConstraints()
{
b3DenseVec3& x = *m_positions;
b3DenseVec3& v = *m_velocities;
for (u32 i = 0; i < m_particleContactCount; ++i)
{
b3ParticleContact* c = m_particleContacts[i];
b3ClothSolverParticleContactVelocityConstraint* vc = m_particleVelocityConstraints + i;
b3ClothSolverParticleContactPositionConstraint* pc = m_particlePositionConstraints + i;
vc->indexA = c->p1->m_solverId;
vc->indexB = c->p2->m_solverId;
vc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
vc->invMassB = c->p2->m_type == e_staticParticle ? 0.0f : c->p2->m_invMass;
vc->friction = b3MixFriction(c->p1->m_friction, c->p2->m_friction);
pc->indexA = c->p1->m_solverId;
pc->indexB = c->p2->m_solverId;
pc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
pc->invMassB = c->p2->m_type == e_staticParticle ? 0.0f : c->p2->m_invMass;
pc->radiusA = c->p1->m_radius;
pc->radiusB = c->p2->m_radius;
}
for (u32 i = 0; i < m_particleContactCount; ++i)
{
b3ParticleContact* c = m_particleContacts[i];
b3ClothSolverParticleContactVelocityConstraint* vc = m_particleVelocityConstraints + i;
b3ClothSolverParticleContactPositionConstraint* pc = m_particlePositionConstraints + i;
u32 indexA = vc->indexA;
u32 indexB = vc->indexB;
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
b3Vec3 xA = x[indexA];
b3Vec3 xB = x[indexB];
b3ParticleContactWorldPoint wp;
wp.Initialize(c);
vc->normal = wp.normal;
vc->tangent1 = c->t1;
vc->tangent2 = c->t2;
vc->point = wp.point;
b3Vec3 point = vc->point;
vc->normalImpulse = c->normalImpulse;
vc->tangentImpulse = c->tangentImpulse;
{
b3Vec3 n = vc->normal;
float32 K = mA + mB;
vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
vc->velocityBias = 0.0f;
}
{
b3Vec3 t1 = vc->tangent1;
b3Vec3 t2 = vc->tangent2;
float32 k11 = mA + mB;
float32 k12 = 0.0f;
float32 k22 = mA + mB;
b3Mat22 K;
K.x.Set(k11, k12);
K.y.Set(k12, k22);
vc->tangentMass = b3Inverse(K);
}
}
}
void b3ClothContactSolver::InitializeTriangleContactConstraints()
{
b3DenseVec3& x = *m_positions;
for (u32 i = 0; i < m_triangleContactCount; ++i)
{
b3TriangleContact* c = m_triangleContacts[i];
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
b3ClothSolverTriangleContactPositionConstraint* pc = m_trianglePositionConstraints + i;
vc->indexA = c->p1->m_solverId;
vc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
vc->indexB = c->p2->m_solverId;
vc->invMassB = c->p2->m_type == e_staticParticle ? 0.0f : c->p2->m_invMass;
vc->indexC = c->p3->m_solverId;
vc->invMassC = c->p3->m_type == e_staticParticle ? 0.0f : c->p3->m_invMass;
vc->indexD = c->p4->m_solverId;
vc->invMassD = c->p4->m_type == e_staticParticle ? 0.0f : c->p4->m_invMass;
pc->indexA = c->p1->m_solverId;
pc->invMassA = c->p1->m_type == e_staticParticle ? 0.0f : c->p1->m_invMass;
pc->radiusA = c->p1->m_radius;
pc->indexB = c->p2->m_solverId;
pc->invMassB = c->p2->m_type == e_staticParticle ? 0.0f : c->p2->m_invMass;
pc->indexC = c->p3->m_solverId;
pc->invMassC = c->p3->m_type == e_staticParticle ? 0.0f : c->p3->m_invMass;
pc->indexD = c->p4->m_solverId;
pc->invMassD = c->p4->m_type == e_staticParticle ? 0.0f : c->p4->m_invMass;
pc->triangleRadius = 0.0f;
pc->front = c->front;
u32 indexA = pc->indexA;
float32 mA = pc->invMassA;
u32 indexB = pc->indexB;
float32 mB = pc->invMassB;
u32 indexC = pc->indexC;
float32 mC = pc->invMassC;
u32 indexD = pc->indexD;
float32 mD = pc->invMassD;
b3Vec3 xA = x[indexA];
b3Vec3 xB = x[indexB];
b3Vec3 xC = x[indexC];
b3Vec3 xD = x[indexD];
b3Vec3 n = b3Cross(xC - xB, xD - xB);
if (pc->front == false)
{
n = -n;
}
float32 n_len = n.Normalize();
b3Mat33 I; I.SetIdentity();
b3Mat33 N = I - b3Outer(n, n);
if (n_len > B3_EPSILON)
{
N = (1.0f / n_len) * N;
}
b3Vec3 N_n = N * n;
vc->JA = n;
vc->JC = b3Cross(xD - xB, N_n);
vc->JD = b3Cross(xC - xB, N_n);
vc->JB = b3Cross(xC - xD, N_n) - n;
// Compute effective mass.
float32 K = mA + mB + mC + mD;
vc->normalMass = K > 0.0f ? 1.0f / K : 0.0f;
vc->normalImpulse = c->normalImpulse;
}
}
void b3ClothContactSolver::WarmStart()
{
b3DenseVec3& v = *m_velocities;
for (u32 i = 0; i < m_bodyContactCount; ++i)
{
b3ClothSolverBodyContactVelocityConstraint* vc = m_bodyVelocityConstraints + i;
u32 indexA = vc->indexA;
b3Body* bodyB = vc->bodyB;
b3Vec3 vA = v[indexA];
b3Vec3 vB = bodyB->GetLinearVelocity();
b3Vec3 wA; wA.SetZero();
b3Vec3 wB = bodyB->GetAngularVelocity();
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
b3Mat33 iA = vc->invIA;
b3Mat33 iB = vc->invIB;
b3Vec3 P = vc->normalImpulse * vc->normal;
vA -= mA * P;
wA -= iA * b3Cross(vc->rA, P);
vB += mB * P;
wB += iB * b3Cross(vc->rB, P);
b3Vec3 P1 = vc->tangentImpulse.x * vc->tangent1;
b3Vec3 P2 = vc->tangentImpulse.y * vc->tangent2;
vA -= mA * (P1 + P2);
wA -= iA * b3Cross(vc->rA, P1 + P2);
vB += mB * (P1 + P2);
wB += iB * b3Cross(vc->rB, P1 + P2);
v[indexA] = vA;
bodyB->SetLinearVelocity(vB);
bodyB->SetAngularVelocity(wB);
}
for (u32 i = 0; i < m_particleContactCount; ++i)
{
b3ClothSolverParticleContactVelocityConstraint* vc = m_particleVelocityConstraints + i;
u32 indexA = vc->indexA;
u32 indexB = vc->indexB;
b3Vec3 vA = v[indexA];
b3Vec3 vB = v[indexB];
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
b3Vec3 P = vc->normalImpulse * vc->normal;
vA -= mA * P;
vB += mB * P;
b3Vec3 P1 = vc->tangentImpulse.x * vc->tangent1;
b3Vec3 P2 = vc->tangentImpulse.y * vc->tangent2;
vA -= mA * (P1 + P2);
vB += mB * (P1 + P2);
v[indexA] = vA;
v[indexB] = vB;
}
for (u32 i = 0; i < m_triangleContactCount; ++i)
{
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
u32 indexA = vc->indexA;
u32 indexB = vc->indexB;
u32 indexC = vc->indexC;
u32 indexD = vc->indexD;
b3Vec3 vA = v[indexA];
b3Vec3 vB = v[indexB];
b3Vec3 vC = v[indexC];
b3Vec3 vD = v[indexD];
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
float32 mC = vc->invMassC;
float32 mD = vc->invMassD;
b3Vec3 PA = vc->normalImpulse * vc->JA;
b3Vec3 PB = vc->normalImpulse * vc->JB;
b3Vec3 PC = vc->normalImpulse * vc->JC;
b3Vec3 PD = vc->normalImpulse * vc->JD;
vA += mA * PA;
vB += mB * PB;
vC += mC * PC;
vD += mD * PD;
v[indexA] = vA;
v[indexB] = vB;
v[indexC] = vC;
v[indexD] = vD;
}
}
void b3ClothContactSolver::SolveBodyContactVelocityConstraints()
{
b3DenseVec3& v = *m_velocities;
for (u32 i = 0; i < m_bodyContactCount; ++i)
{
b3ClothSolverBodyContactVelocityConstraint* vc = m_bodyVelocityConstraints + i;
u32 indexA = vc->indexA;
b3Body* bodyB = vc->bodyB;
b3Vec3 vA = v[indexA];
b3Vec3 vB = bodyB->GetLinearVelocity();
b3Vec3 wA; wA.SetZero();
b3Vec3 wB = bodyB->GetAngularVelocity();
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
b3Mat33 iA = vc->invIA;
b3Mat33 iB = vc->invIB;
b3Vec3 normal = vc->normal;
b3Vec3 point = vc->point;
b3Vec3 rA = vc->rA;
b3Vec3 rB = vc->rB;
// Solve normal constraint.
{
b3Vec3 dv = vB + b3Cross(wB, rB) - vA - b3Cross(wA, rA);
float32 Cdot = b3Dot(normal, dv);
float32 impulse = vc->normalMass * (-Cdot + vc->velocityBias);
float32 oldImpulse = vc->normalImpulse;
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
impulse = vc->normalImpulse - oldImpulse;
b3Vec3 P = impulse * normal;
vA -= mA * P;
wA -= iA * b3Cross(rA, P);
vB += mB * P;
wB += iB * b3Cross(rB, P);
}
// Solve tangent constraints.
{
b3Vec3 dv = vB + b3Cross(wB, rB) - vA - b3Cross(wA, rA);
b3Vec2 Cdot;
Cdot.x = b3Dot(dv, vc->tangent1);
Cdot.y = b3Dot(dv, vc->tangent2);
b3Vec2 impulse = vc->tangentMass * -Cdot;
b3Vec2 oldImpulse = vc->tangentImpulse;
vc->tangentImpulse += impulse;
float32 maxImpulse = vc->friction * vc->normalImpulse;
if (b3Dot(vc->tangentImpulse, vc->tangentImpulse) > maxImpulse * maxImpulse)
{
vc->tangentImpulse.Normalize();
vc->tangentImpulse *= maxImpulse;
}
impulse = vc->tangentImpulse - oldImpulse;
b3Vec3 P1 = impulse.x * vc->tangent1;
b3Vec3 P2 = impulse.y * vc->tangent2;
b3Vec3 P = P1 + P2;
vA -= mA * P;
wA -= iA * b3Cross(rA, P);
vB += mB * P;
wB += iB * b3Cross(rB, P);
}
v[indexA] = vA;
bodyB->SetLinearVelocity(vB);
bodyB->SetAngularVelocity(wB);
}
}
void b3ClothContactSolver::SolveParticleContactVelocityConstraints()
{
b3DenseVec3& v = *m_velocities;
for (u32 i = 0; i < m_particleContactCount; ++i)
{
b3ClothSolverParticleContactVelocityConstraint* vc = m_particleVelocityConstraints + i;
u32 indexA = vc->indexA;
u32 indexB = vc->indexB;
b3Vec3 vA = v[indexA];
b3Vec3 vB = v[indexB];
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
b3Vec3 normal = vc->normal;
b3Vec3 point = vc->point;
// Solve normal constraint.
{
b3Vec3 dv = vB - vA;
float32 Cdot = b3Dot(normal, dv);
float32 impulse = vc->normalMass * (-Cdot + vc->velocityBias);
float32 oldImpulse = vc->normalImpulse;
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
impulse = vc->normalImpulse - oldImpulse;
b3Vec3 P = impulse * normal;
vA -= mA * P;
vB += mB * P;
}
// Solve tangent constraints.
{
b3Vec3 dv = vB - vA;
b3Vec2 Cdot;
Cdot.x = b3Dot(dv, vc->tangent1);
Cdot.y = b3Dot(dv, vc->tangent2);
b3Vec2 impulse = vc->tangentMass * -Cdot;
b3Vec2 oldImpulse = vc->tangentImpulse;
vc->tangentImpulse += impulse;
float32 maxImpulse = vc->friction * vc->normalImpulse;
if (b3Dot(vc->tangentImpulse, vc->tangentImpulse) > maxImpulse * maxImpulse)
{
vc->tangentImpulse.Normalize();
vc->tangentImpulse *= maxImpulse;
}
impulse = vc->tangentImpulse - oldImpulse;
b3Vec3 P1 = impulse.x * vc->tangent1;
b3Vec3 P2 = impulse.y * vc->tangent2;
b3Vec3 P = P1 + P2;
vA -= mA * P;
vB += mB * P;
}
v[indexA] = vA;
v[indexB] = vB;
}
}
void b3ClothContactSolver::SolveTriangleContactVelocityConstraints()
{
b3DenseVec3& v = *m_velocities;
for (u32 i = 0; i < m_triangleContactCount; ++i)
{
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
u32 indexA = vc->indexA;
float32 mA = vc->invMassA;
u32 indexB = vc->indexB;
float32 mB = vc->invMassB;
u32 indexC = vc->indexC;
float32 mC = vc->invMassC;
u32 indexD = vc->indexD;
float32 mD = vc->invMassD;
b3Vec3 vA = v[indexA];
b3Vec3 vB = v[indexB];
b3Vec3 vC = v[indexC];
b3Vec3 vD = v[indexD];
b3Vec3 n = vc->JA;
// Allow some slop and prevent large corrections.
float32 Cdot = b3Dot(n, vA - vB);
float32 impulse = -vc->normalMass * Cdot;
float32 oldImpulse = vc->normalImpulse;
vc->normalImpulse = b3Max(vc->normalImpulse + impulse, 0.0f);
impulse = vc->normalImpulse - oldImpulse;
b3Vec3 PA = impulse * vc->JA;
b3Vec3 PB = impulse * vc->JB;
b3Vec3 PC = impulse * vc->JC;
b3Vec3 PD = impulse * vc->JD;
vA += mA * PA;
vB += mB * PB;
vC += mC * PC;
vD += mD * PD;
v[indexA] = vA;
v[indexB] = vB;
v[indexC] = vC;
v[indexD] = vD;
}
}
void b3ClothContactSolver::StoreImpulses()
{
for (u32 i = 0; i < m_bodyContactCount; ++i)
{
b3BodyContact* c = m_bodyContacts[i];
b3ClothSolverBodyContactVelocityConstraint* vc = m_bodyVelocityConstraints + i;
c->normalImpulse = vc->normalImpulse;
c->tangentImpulse = vc->tangentImpulse;
}
for (u32 i = 0; i < m_particleContactCount; ++i)
{
b3ParticleContact* c = m_particleContacts[i];
b3ClothSolverParticleContactVelocityConstraint* vc = m_particleVelocityConstraints + i;
c->normalImpulse = vc->normalImpulse;
c->tangentImpulse = vc->tangentImpulse;
}
for (u32 i = 0; i < m_triangleContactCount; ++i)
{
b3TriangleContact* c = m_triangleContacts[i];
b3ClothSolverTriangleContactVelocityConstraint* vc = m_triangleVelocityConstraints + i;
c->normalImpulse = vc->normalImpulse;
}
}
struct b3ClothSolverBodyContactSolverPoint
{
void Initialize(const b3ClothSolverBodyContactPositionConstraint* pc, const b3Transform& xfA, const b3Transform& xfB)
{
b3Vec3 cA = b3Mul(xfA, pc->localPointA);
b3Vec3 cB = b3Mul(xfB, pc->localPointB);
float32 rA = pc->radiusA;
float32 rB = pc->radiusB;
b3Vec3 d = cB - cA;
float32 distance = b3Length(d);
b3Vec3 nA(0.0f, 1.0f, 0.0f);
if (distance > B3_EPSILON)
{
nA = d / distance;
}
b3Vec3 pA = cA + rA * nA;
b3Vec3 pB = cB - rB * nA;
point = 0.5f * (pA + pB);
normal = nA;
separation = distance - rA - rB;
}
b3Vec3 normal;
b3Vec3 point;
float32 separation;
};
bool b3ClothContactSolver::SolveBodyContactPositionConstraints()
{
b3DenseVec3& x = *m_positions;
float32 minSeparation = 0.0f;
for (u32 i = 0; i < m_bodyContactCount; ++i)
{
b3ClothSolverBodyContactPositionConstraint* pc = m_bodyPositionConstraints + i;
u32 indexA = pc->indexA;
float32 mA = pc->invMassA;
b3Mat33 iA = pc->invIA;
b3Vec3 localCenterA = pc->localCenterA;
b3Body* bodyB = pc->bodyB;
float32 mB = pc->invMassB;
b3Mat33 iB = pc->invIB;
b3Vec3 localCenterB = pc->localCenterB;
b3Vec3 cA = x[indexA];
b3Quat qA; qA.SetIdentity();
b3Vec3 cB = bodyB->m_sweep.worldCenter;
b3Quat qB = bodyB->m_sweep.orientation;
// Solve normal constraint
b3Transform xfA;
xfA.rotation = b3QuatMat33(qA);
xfA.position = cA - b3Mul(xfA.rotation, localCenterA);
b3Transform xfB;
xfB.rotation = b3QuatMat33(qB);
xfB.position = cB - b3Mul(xfB.rotation, localCenterB);
b3ClothSolverBodyContactSolverPoint cpcp;
cpcp.Initialize(pc, xfA, xfB);
b3Vec3 normal = cpcp.normal;
b3Vec3 point = cpcp.point;
float32 separation = cpcp.separation;
// Update max constraint error.
minSeparation = b3Min(minSeparation, separation);
// Allow some slop and prevent large corrections.
float32 C = b3Clamp(B3_BAUMGARTE * (separation + B3_LINEAR_SLOP), -B3_MAX_LINEAR_CORRECTION, 0.0f);
// Compute effective mass.
b3Vec3 rA = point - cA;
b3Vec3 rB = point - cB;
b3Vec3 rnA = b3Cross(rA, normal);
b3Vec3 rnB = b3Cross(rB, normal);
float32 K = mA + mB + b3Dot(rnA, iA * rnA) + b3Dot(rnB, iB * rnB);
// Compute normal impulse.
float32 impulse = K > 0.0f ? -C / K : 0.0f;
b3Vec3 P = impulse * normal;
cA -= mA * P;
qA -= b3Derivative(qA, iA * b3Cross(rA, P));
qA.Normalize();
cB += mB * P;
qB += b3Derivative(qB, iB * b3Cross(rB, P));
qB.Normalize();
x[indexA] = cA;
bodyB->m_sweep.worldCenter = cB;
bodyB->m_sweep.orientation = qB;
}
return minSeparation >= -3.0f * B3_LINEAR_SLOP;
}
struct b3ClothSolverParticleContactSolverPoint
{
void Initialize(const b3Vec3& cA, float32 rA, const b3Vec3& cB, float32 rB)
{
b3Vec3 d = cB - cA;
float32 distance = b3Length(d);
b3Vec3 nA(0.0f, 1.0f, 0.0f);
if (distance > B3_EPSILON)
{
nA = d / distance;
}
b3Vec3 pA = cA + rA * nA;
b3Vec3 pB = cB - rB * nA;
point = 0.5f * (pA + pB);
normal = nA;
separation = distance - rA - rB;
}
b3Vec3 point;
b3Vec3 normal;
float32 separation;
};
bool b3ClothContactSolver::SolveParticleContactPositionConstraints()
{
b3DenseVec3& x = *m_positions;
float32 minSeparation = 0.0f;
for (u32 i = 0; i < m_particleContactCount; ++i)
{
b3ClothSolverParticleContactPositionConstraint* pc = m_particlePositionConstraints + i;
u32 indexA = pc->indexA;
float32 mA = pc->invMassA;
float32 rA = pc->radiusA;
u32 indexB = pc->indexB;
float32 mB = pc->invMassB;
float32 rB = pc->radiusB;
b3Vec3 xA = x[indexA];
b3Vec3 xB = x[indexB];
b3ClothSolverParticleContactSolverPoint cpcp;
cpcp.Initialize(xA, rA, xB, rB);
b3Vec3 normal = cpcp.normal;
b3Vec3 point = cpcp.point;
float32 separation = cpcp.separation;
// Update max constraint error.
minSeparation = b3Min(minSeparation, separation);
// Allow some slop and prevent large corrections.
float32 C = b3Clamp(B3_BAUMGARTE * (separation + B3_LINEAR_SLOP), -B3_MAX_LINEAR_CORRECTION, 0.0f);
// Compute effective mass.
float32 K = mA + mB;
// Compute normal impulse.
float32 impulse = K > 0.0f ? -C / K : 0.0f;
b3Vec3 P = impulse * normal;
xA -= mA * P;
xB += mB * P;
x[indexA] = xA;
x[indexB] = xB;
}
return minSeparation >= -3.0f * B3_LINEAR_SLOP;
}
bool b3ClothContactSolver::SolveTriangleContactPositionConstraints()
{
b3DenseVec3& x = *m_positions;
float32 minSeparation = 0.0f;
for (u32 i = 0; i < m_triangleContactCount; ++i)
{
b3ClothSolverTriangleContactPositionConstraint* pc = m_trianglePositionConstraints + i;
u32 indexA = pc->indexA;
float32 mA = pc->invMassA;
float32 radiusA = pc->radiusA;
u32 indexB = pc->indexB;
float32 mB = pc->invMassB;
u32 indexC = pc->indexC;
float32 mC = pc->invMassC;
u32 indexD = pc->indexD;
float32 mD = pc->invMassD;
float32 triangleRadius = pc->triangleRadius;
b3Vec3 xA = x[indexA];
b3Vec3 xB = x[indexB];
b3Vec3 xC = x[indexC];
b3Vec3 xD = x[indexD];
b3Vec3 n = b3Cross(xC - xB, xD - xB);
if (pc->front == false)
{
n = -n;
}
float32 n_len = n.Normalize();
float32 distance = b3Dot(n, xA - xB);
float32 separation = distance - radiusA - triangleRadius;
// Update max constraint error.
minSeparation = b3Min(minSeparation, separation);
// Allow some slop and prevent large corrections.
float32 C = b3Clamp(B3_BAUMGARTE * (separation + B3_LINEAR_SLOP), -B3_MAX_LINEAR_CORRECTION, 0.0f);
b3Mat33 I; I.SetIdentity();
b3Mat33 N = I - b3Outer(n, n);
if (n_len > B3_EPSILON)
{
N = (1.0f / n_len) * N;
}
b3Vec3 N_n = N * n;
b3Vec3 JA = n;
b3Vec3 JC = b3Cross(xD - xB, N_n);
b3Vec3 JD = b3Cross(xC - xB, N_n);
b3Vec3 JB = b3Cross(xC - xD, N_n) - n;
// Compute effective mass.
float32 K = mA + mB + mC + mD;
// Compute normal impulse.
float32 impulse = K > 0.0f ? -C / K : 0.0f;
b3Vec3 PA = impulse * JA;
b3Vec3 PB = impulse * JB;
b3Vec3 PC = impulse * JC;
b3Vec3 PD = impulse * JD;
xA += mA * PA;
xB += mB * PB;
xC += mC * PC;
xD += mD * PD;
x[indexA] = xA;
x[indexB] = xB;
x[indexC] = xC;
x[indexD] = xD;
}
return minSeparation >= -3.0f * B3_LINEAR_SLOP;
}

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@ -85,8 +85,6 @@ b3Particle::b3Particle(const b3ParticleDef& def, b3Cloth* cloth)
m_userData = nullptr;
m_x.SetZero();
m_vertex = ~0;
m_contact.active = false;
}
b3Particle::~b3Particle()
@ -108,7 +106,5 @@ void b3Particle::SetType(b3ParticleType type)
{
m_velocity.SetZero();
m_translation.SetZero();
m_contact.active = false;
}
}