add baraff and witkin's mass-spring-based cloth

This commit is contained in:
Irlan
2018-03-23 15:29:47 -03:00
parent cf92ff3339
commit 2cbf9b56ed
4 changed files with 970 additions and 0 deletions

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#include <bounce/dynamics/rope/rope.h>
#include <bounce/dynamics/cloth/cloth.h>
#include <bounce/dynamics/cloth/spring_cloth.h>
#include <bounce/dynamics/body.h>
//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>

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/*
* 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_SPRING_CLOTH_H
#define B3_SPRING_CLOTH_H
#include <bounce/common/math/mat33.h>
class b3StackAllocator;
class b3Draw;
struct b3Mesh;
struct b3SpringClothDef
{
b3SpringClothDef()
{
allocator = nullptr;
mesh = nullptr;
density = 0.0f;
ks = 0.0f;
kb = 0.0f;
kd = 0.0f;
gravity.SetZero();
}
// Stack allocator
b3StackAllocator* allocator;
// Cloth mesh
b3Mesh* mesh;
// Cloth density in kg/m^2
float32 density;
// Streching stiffness
float32 ks;
// Bending stiffness
float32 kb;
// Damping stiffness
float32 kd;
// Force due to gravity
b3Vec3 gravity;
};
struct b3Spring
{
// Mass 1
u32 i1;
// Mass 2
u32 i2;
// Rest length
float32 L0;
// Structural stiffness
float32 ks;
// Damping stiffness
float32 kd;
};
// Static masses have zero mass and velocity, and therefore they can't move.
// Dynamic masses have non-zero mass and can move due to internal and external forces.
enum b3MassType
{
e_staticMass,
e_dynamicMass
};
// Time step statistics
struct b3SpringClothStep
{
u32 iterations;
};
// This class implements a cloth. It treats cloth as a collection
// of masses connected by springs.
// Large time steps can be taken.
// If accuracy and stability are required, not performance,
// you can use this class instead of using b3Cloth.
class b3SpringCloth
{
public:
b3SpringCloth();
~b3SpringCloth();
//
void Initialize(const b3SpringClothDef& def);
//
void SetGravity(const b3Vec3& gravity);
//
const b3Vec3& GetGravity() const;
//
void SetType(u32 i, b3MassType type);
//
b3MassType GetType(u32 i) const;
//
const b3SpringClothStep& GetStep() const;
//
void Step(float32 dt);
//
void Apply() const;
//
void Draw(b3Draw* draw) const;
protected:
b3StackAllocator* m_allocator;
b3Mesh* m_mesh;
b3Vec3 m_gravity;
b3Vec3* m_x;
b3Vec3* m_v;
b3Vec3* m_f;
float32* m_inv_m;
b3MassType* m_massTypes;
u32 m_massCount;
b3Spring* m_springs;
u32 m_springCount;
b3SpringClothStep m_step;
};
inline const b3Vec3& b3SpringCloth::GetGravity() const
{
return m_gravity;
}
inline void b3SpringCloth::SetGravity(const b3Vec3& gravity)
{
m_gravity = gravity;
}
inline b3MassType b3SpringCloth::GetType(u32 i) const
{
B3_ASSERT(i < m_massCount);
return m_massTypes[i];
}
inline void b3SpringCloth::SetType(u32 i, b3MassType type)
{
B3_ASSERT(i < m_massCount);
m_massTypes[i] = type;
}
inline const b3SpringClothStep& b3SpringCloth::GetStep() const
{
return m_step;
}
#endif