add baraff and witkin's mass-spring-based cloth
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@ -56,6 +56,7 @@
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#include <bounce/dynamics/rope/rope.h>
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#include <bounce/dynamics/cloth/cloth.h>
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#include <bounce/dynamics/cloth/spring_cloth.h>
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#include <bounce/dynamics/body.h>
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//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
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180
include/bounce/dynamics/cloth/spring_cloth.h
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180
include/bounce/dynamics/cloth/spring_cloth.h
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@ -0,0 +1,180 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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_SPRING_CLOTH_H
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#define B3_SPRING_CLOTH_H
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#include <bounce/common/math/mat33.h>
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class b3StackAllocator;
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class b3Draw;
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struct b3Mesh;
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struct b3SpringClothDef
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{
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b3SpringClothDef()
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{
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allocator = nullptr;
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mesh = nullptr;
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density = 0.0f;
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ks = 0.0f;
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kb = 0.0f;
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kd = 0.0f;
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gravity.SetZero();
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}
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// Stack allocator
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b3StackAllocator* allocator;
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// Cloth mesh
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b3Mesh* mesh;
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// Cloth density in kg/m^2
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float32 density;
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// Streching stiffness
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float32 ks;
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// Bending stiffness
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float32 kb;
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// Damping stiffness
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float32 kd;
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// Force due to gravity
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b3Vec3 gravity;
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};
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struct b3Spring
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{
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// Mass 1
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u32 i1;
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// Mass 2
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u32 i2;
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// Rest length
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float32 L0;
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// Structural stiffness
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float32 ks;
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// Damping stiffness
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float32 kd;
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};
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// Static masses have zero mass and velocity, and therefore they can't move.
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// Dynamic masses have non-zero mass and can move due to internal and external forces.
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enum b3MassType
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{
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e_staticMass,
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e_dynamicMass
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};
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// Time step statistics
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struct b3SpringClothStep
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{
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u32 iterations;
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};
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// This class implements a cloth. It treats cloth as a collection
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// of masses connected by springs.
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// Large time steps can be taken.
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// If accuracy and stability are required, not performance,
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// you can use this class instead of using b3Cloth.
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class b3SpringCloth
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{
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public:
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b3SpringCloth();
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~b3SpringCloth();
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//
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void Initialize(const b3SpringClothDef& def);
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//
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void SetGravity(const b3Vec3& gravity);
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//
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const b3Vec3& GetGravity() const;
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//
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void SetType(u32 i, b3MassType type);
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//
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b3MassType GetType(u32 i) const;
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//
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const b3SpringClothStep& GetStep() const;
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//
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void Step(float32 dt);
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//
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void Apply() const;
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//
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void Draw(b3Draw* draw) const;
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protected:
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b3StackAllocator* m_allocator;
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b3Mesh* m_mesh;
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b3Vec3 m_gravity;
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b3Vec3* m_x;
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b3Vec3* m_v;
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b3Vec3* m_f;
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float32* m_inv_m;
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b3MassType* m_massTypes;
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u32 m_massCount;
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b3Spring* m_springs;
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u32 m_springCount;
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b3SpringClothStep m_step;
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};
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inline const b3Vec3& b3SpringCloth::GetGravity() const
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{
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return m_gravity;
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}
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inline void b3SpringCloth::SetGravity(const b3Vec3& gravity)
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{
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m_gravity = gravity;
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}
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inline b3MassType b3SpringCloth::GetType(u32 i) const
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{
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B3_ASSERT(i < m_massCount);
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return m_massTypes[i];
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}
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inline void b3SpringCloth::SetType(u32 i, b3MassType type)
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{
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B3_ASSERT(i < m_massCount);
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m_massTypes[i] = type;
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}
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inline const b3SpringClothStep& b3SpringCloth::GetStep() const
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{
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return m_step;
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}
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#endif
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