Store material parameters inside elements
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@ -43,6 +43,13 @@ struct b3SoftBodyRayCastSingleOutput
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// Soft body tetrahedron element
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struct b3SoftBodyElement
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{
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float32 E;
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float32 nu;
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float32 c_yield;
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float32 c_creep;
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float32 c_max;
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b3Mat33 K[16]; // 12 x 12
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b3Mat33 invE;
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b3Quat q;
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@ -60,6 +67,7 @@ struct b3SoftBodyTriangle
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// Soft body definition
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// This requires defining a soft body mesh which is typically bound to a render mesh
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// and some uniform material parameters.
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struct b3SoftBodyDef
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{
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b3SoftBodyDef()
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@ -130,6 +138,9 @@ public:
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// Return the node associated with the given vertex.
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b3SoftBodyNode* GetVertexNode(u32 i);
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// Return the element associated with the given tetrahedron.
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b3SoftBodyElement* GetTetrahedronElement(u32 i);
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// Return the kinetic (or dynamic) energy in this system.
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float32 GetEnergy() const;
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@ -162,21 +173,6 @@ private:
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// Soft body density
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float32 m_density;
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// Material Young's modulus
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float32 m_E;
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// Material poisson ratio
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float32 m_nu;
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// Material yield
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float32 m_c_yield;
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// Material creep rate
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float32 m_c_creep;
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// Material maximum plastic strain
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float32 m_c_max;
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// Soft body nodes
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b3SoftBodyNode* m_nodes;
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@ -450,11 +450,6 @@ b3SoftBody::b3SoftBody(const b3SoftBodyDef& def)
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m_mesh = def.mesh;
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m_density = def.density;
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m_E = def.E;
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m_nu = def.nu;
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m_c_yield = def.c_yield;
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m_c_creep = def.c_creep;
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m_c_max = def.c_max;
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m_gravity.SetZero();
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m_world = nullptr;
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m_contactManager.m_body = this;
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@ -495,6 +490,12 @@ b3SoftBody::b3SoftBody(const b3SoftBodyDef& def)
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{
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b3SoftBodyMeshTetrahedron* mt = m->tetrahedrons + ei;
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b3SoftBodyElement* e = m_elements + ei;
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e->E = def.E;
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e->nu = def.nu;
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e->c_yield = def.c_yield;
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e->c_creep = def.c_creep;
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e->c_max = def.c_max;
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u32 v1 = mt->v1;
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u32 v2 = mt->v2;
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@ -520,7 +521,7 @@ b3SoftBody::b3SoftBody(const b3SoftBodyDef& def)
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// 6 x 6
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float32 D[36];
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b3ComputeD(D, m_E, m_nu);
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b3ComputeD(D, e->E, e->nu);
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// 6 x 12
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float32* B = e->B;
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@ -658,6 +659,12 @@ b3SoftBodyNode* b3SoftBody::GetVertexNode(u32 i)
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return m_nodes + i;
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}
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b3SoftBodyElement* b3SoftBody::GetTetrahedronElement(u32 i)
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{
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B3_ASSERT(i < m_mesh->tetrahedronCount);
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return m_elements + i;
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}
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float32 b3SoftBody::GetEnergy() const
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{
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float32 E = 0.0f;
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@ -345,9 +345,9 @@ void b3SoftBodyForceSolver::Solve(float32 dt, const b3Vec3& gravity)
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}
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float32 len_epsilon_elastic = b3Length(epsilon_elastic, 6);
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if (len_epsilon_elastic > m_body->m_c_yield)
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if (len_epsilon_elastic > e->c_yield)
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{
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float32 amount = h * b3Min(m_body->m_c_creep, inv_h);
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float32 amount = h * b3Min(e->c_creep, inv_h);
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for (u32 i = 0; i < 6; ++i)
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{
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epsilon_plastic[i] += amount * epsilon_elastic[i];
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@ -355,9 +355,9 @@ void b3SoftBodyForceSolver::Solve(float32 dt, const b3Vec3& gravity)
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}
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float32 len_epsilon_plastic = b3Length(epsilon_plastic, 6);
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if (len_epsilon_plastic > m_body->m_c_max)
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if (len_epsilon_plastic > e->c_max)
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{
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float32 scale = m_body->m_c_max / len_epsilon_plastic;
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float32 scale = e->c_max / len_epsilon_plastic;
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for (u32 i = 0; i < 6; ++i)
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{
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epsilon_plastic[i] *= scale;
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