add baraff and witkin's mass-spring-based cloth
This commit is contained in:
parent
cf92ff3339
commit
2cbf9b56ed
91
examples/testbed/tests/spring_cloth_test.h
Normal file
91
examples/testbed/tests/spring_cloth_test.h
Normal file
@ -0,0 +1,91 @@
|
||||
/*
|
||||
* 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 SPRING_CLOTH_TESH_H
|
||||
#define SPRING_CLOTH_TESH_H
|
||||
|
||||
extern DebugDraw* g_debugDraw;
|
||||
extern Camera g_camera;
|
||||
extern Settings g_settings;
|
||||
|
||||
class SpringCloth : public Test
|
||||
{
|
||||
public:
|
||||
SpringCloth()
|
||||
{
|
||||
g_camera.m_zoom = 25.0f;
|
||||
|
||||
b3SpringClothDef def;
|
||||
def.allocator = &m_clothAllocator;
|
||||
def.mesh = m_meshes + e_clothMesh;
|
||||
def.density = 0.2f;
|
||||
def.ks = 100000.0f;
|
||||
def.kd = 100.0f;
|
||||
def.gravity.Set(2.5f, 5.0f, -10.0f);
|
||||
|
||||
m_cloth.Initialize(def);
|
||||
|
||||
m_aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
|
||||
m_aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
|
||||
|
||||
for (u32 i = 0; i < def.mesh->vertexCount; ++i)
|
||||
{
|
||||
if (m_aabb.Contains(def.mesh->vertices[i]))
|
||||
{
|
||||
m_cloth.SetType(i, e_staticMass);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
|
||||
|
||||
if (g_settings.pause)
|
||||
{
|
||||
if (g_settings.singleStep)
|
||||
{
|
||||
g_settings.singleStep = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
dt = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
m_cloth.Step(dt);
|
||||
m_cloth.Draw(g_debugDraw);
|
||||
|
||||
b3SpringClothStep step = m_cloth.GetStep();
|
||||
|
||||
char text[256];
|
||||
sprintf(text, "Iterations = %u", step.iterations);
|
||||
g_debugDraw->DrawString(text, b3Color_white);
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new SpringCloth();
|
||||
}
|
||||
|
||||
b3StackAllocator m_clothAllocator;
|
||||
b3SpringCloth m_cloth;
|
||||
b3AABB3 m_aabb;
|
||||
};
|
||||
|
||||
#endif
|
@ -56,6 +56,7 @@
|
||||
|
||||
#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>
|
||||
|
180
include/bounce/dynamics/cloth/spring_cloth.h
Normal file
180
include/bounce/dynamics/cloth/spring_cloth.h
Normal file
@ -0,0 +1,180 @@
|
||||
/*
|
||||
* 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
|
698
src/bounce/dynamics/cloth/spring_cloth.cpp
Normal file
698
src/bounce/dynamics/cloth/spring_cloth.cpp
Normal file
@ -0,0 +1,698 @@
|
||||
/*
|
||||
* 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/spring_cloth.h>
|
||||
#include <bounce/collision/shapes/mesh.h>
|
||||
#include <bounce/common/memory/stack_allocator.h>
|
||||
|
||||
// Here, we solve Ax = b using the Modified Conjugate Gradient method.
|
||||
// This work is based on the paper "Large Steps in Cloth Simulation - David Baraff, Andrew Witkin".
|
||||
|
||||
b3SpringCloth::b3SpringCloth()
|
||||
{
|
||||
m_allocator = nullptr;
|
||||
|
||||
m_mesh = nullptr;
|
||||
|
||||
m_gravity.SetZero();
|
||||
|
||||
m_x = nullptr;
|
||||
m_v = nullptr;
|
||||
m_f = nullptr;
|
||||
m_inv_m = nullptr;
|
||||
m_massTypes = nullptr;
|
||||
m_massCount = 0;
|
||||
|
||||
m_springs = nullptr;
|
||||
m_springCount = 0;
|
||||
|
||||
m_step.iterations = 0;
|
||||
}
|
||||
|
||||
b3SpringCloth::~b3SpringCloth()
|
||||
{
|
||||
b3Free(m_x);
|
||||
b3Free(m_v);
|
||||
b3Free(m_f);
|
||||
b3Free(m_inv_m);
|
||||
b3Free(m_massTypes);
|
||||
b3Free(m_springs);
|
||||
}
|
||||
|
||||
void b3SpringCloth::Initialize(const b3SpringClothDef& def)
|
||||
{
|
||||
B3_ASSERT(def.allocator);
|
||||
B3_ASSERT(def.mesh);
|
||||
|
||||
m_allocator = def.allocator;
|
||||
m_mesh = def.mesh;
|
||||
m_gravity = def.gravity;
|
||||
|
||||
const b3Mesh* m = m_mesh;
|
||||
|
||||
m_massCount = m->vertexCount;
|
||||
m_x = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
|
||||
m_v = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
|
||||
m_f = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
|
||||
m_inv_m = (float32*)b3Alloc(m_massCount * sizeof(float32));
|
||||
m_massTypes = (b3MassType*)b3Alloc(m_massCount * sizeof(b3MassType));
|
||||
|
||||
for (u32 i = 0; i < m->vertexCount; ++i)
|
||||
{
|
||||
m_x[i] = m->vertices[i];
|
||||
m_v[i].SetZero();
|
||||
m_f[i].SetZero();
|
||||
m_inv_m[i] = 0.0f;
|
||||
m_massTypes[i] = e_staticMass;
|
||||
}
|
||||
|
||||
// Initialize mass
|
||||
for (u32 i = 0; i < m->triangleCount; ++i)
|
||||
{
|
||||
b3Triangle* t = m->triangles + i;
|
||||
|
||||
b3Vec3 p1 = m->vertices[t->v1];
|
||||
b3Vec3 p2 = m->vertices[t->v2];
|
||||
b3Vec3 p3 = m->vertices[t->v3];
|
||||
|
||||
float32 area = b3Area(p1, p2, p3);
|
||||
float32 mass = def.density * area;
|
||||
|
||||
const float32 inv3 = 1.0f / 3.0f;
|
||||
|
||||
m_inv_m[t->v1] += inv3 * mass;
|
||||
m_inv_m[t->v2] += inv3 * mass;
|
||||
m_inv_m[t->v3] += inv3 * mass;
|
||||
}
|
||||
|
||||
// Invert
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
if (m_inv_m[i] > 0.0f)
|
||||
{
|
||||
m_inv_m[i] = 1.0f / m_inv_m[i];
|
||||
m_massTypes[i] = e_dynamicMass;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize springs
|
||||
m_springs = (b3Spring*)b3Alloc(3 * m->triangleCount * sizeof(b3Spring));
|
||||
|
||||
// Streching
|
||||
for (u32 i = 0; i < m->triangleCount; ++i)
|
||||
{
|
||||
b3Triangle* t = m->triangles + i;
|
||||
|
||||
u32 is[3] = { t->v1, t->v2, t->v3 };
|
||||
for (u32 j = 0; j < 3; ++j)
|
||||
{
|
||||
u32 k = j + 1 < 3 ? j + 1 : 0;
|
||||
|
||||
u32 v1 = is[j];
|
||||
u32 v2 = is[k];
|
||||
|
||||
b3Vec3 p1 = m->vertices[v1];
|
||||
b3Vec3 p2 = m->vertices[v2];
|
||||
|
||||
// Skip duplicated spring
|
||||
bool found = false;
|
||||
for (u32 s = 0; s < m_springCount; ++s)
|
||||
{
|
||||
if ((m_springs[s].i1 == v1 && m_springs[s].i2 == v2) || (m_springs[s].i1 == v2 && m_springs[s].i2 == v1))
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (found == false)
|
||||
{
|
||||
b3Spring* S = m_springs + m_springCount;
|
||||
S->i1 = v1;
|
||||
S->i2 = v2;
|
||||
S->L0 = b3Distance(p1, p2);
|
||||
S->ks = def.ks;
|
||||
S->kd = def.kd;
|
||||
++m_springCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Filter(b3Vec3* out, const b3Vec3* v, u32 size, const b3MassType* types)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
switch (types[i])
|
||||
{
|
||||
case e_staticMass:
|
||||
{
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
|
||||
out[i] = v[i];
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero(b3Vec3* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Copy(b3Vec3* out, const b3Vec3* v, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i] = v[i];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Add(b3Vec3* out, const b3Vec3* a, const b3Vec3* b, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i] = a[i] + b[i];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Sub(b3Vec3* out, const b3Vec3* a, const b3Vec3* b, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i] = a[i] - b[i];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE float32 b3Dot(const b3Vec3* a, const b3Vec3* b, u32 size)
|
||||
{
|
||||
float32 result = 0.0f;
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
result += b3Dot(a[i], b[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
#define B3_INDEX(i, j, size) (i + j * size)
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero(b3Mat33* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
out[B3_INDEX(i, j, size)].SetZero();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Mul(b3Vec3* out, const b3Mat33* M, const b3Vec3* v, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
out[i] += M[ B3_INDEX(i, j, size) ] * v[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// J = dfdx or dvdx
|
||||
static B3_FORCE_INLINE void b3Mul_Jacobian(b3Vec3* out, const b3Vec3* v, u32 mass_size,
|
||||
const b3Mat33* J_ii, const b3Spring* springs, u32 spring_size)
|
||||
{
|
||||
b3SetZero(out, mass_size);
|
||||
|
||||
for (u32 i = 0; i < spring_size; ++i)
|
||||
{
|
||||
const b3Spring* S = springs + i;
|
||||
u32 i1 = S->i1;
|
||||
u32 i2 = S->i2;
|
||||
|
||||
b3Mat33 J_11 = J_ii[i];
|
||||
b3Mat33 J_12 = -J_11;
|
||||
b3Mat33 J_21 = J_12;
|
||||
b3Mat33 J_22 = J_11;
|
||||
|
||||
out[i1] += J_11 * v[i1] + J_12 * v[i2];
|
||||
out[i2] += J_21 * v[i1] + J_22 * v[i2];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero_Jacobian(b3Mat33* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
// A * v = (M - h * dfdv - h * h * dfdx) * v = M * v + (-h * dfdv * v) + (-h * h * dfdx * v)
|
||||
static B3_FORCE_INLINE void b3Mul_A(b3Vec3* out, const b3Vec3* v, u32 mass_size,
|
||||
b3StackAllocator* allocator,
|
||||
const float32* inv_m, float32 h, const b3Mat33* Jx, const b3Mat33* Jv, const b3Spring* springs, u32 spring_size)
|
||||
{
|
||||
// v1 = M * v
|
||||
b3Vec3* v1 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
float32 m = inv_m[i] != 0.0f ? 1.0f / inv_m[i] : 0.0f;
|
||||
v1[i] = m * v[i];
|
||||
}
|
||||
|
||||
// v2 = (-h * dfdv * v)
|
||||
b3Vec3* v2 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(v2, v, mass_size, Jv, springs, spring_size);
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
v2[i] *= -h;
|
||||
}
|
||||
|
||||
// v3 = (-h * h * dfdx * v)
|
||||
b3Vec3* v3 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(v3, v, mass_size, Jx, springs, spring_size);
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
v3[i] *= -h * h;
|
||||
}
|
||||
|
||||
// v = v1 + v2 + v3
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
out[i] = v1[i] + v2[i] + v3[i];
|
||||
}
|
||||
|
||||
allocator->Free(v3);
|
||||
allocator->Free(v2);
|
||||
allocator->Free(v1);
|
||||
}
|
||||
|
||||
void b3SpringCloth::Step(float32 h)
|
||||
{
|
||||
u32 size = m_massCount;
|
||||
b3MassType* types = m_massTypes;
|
||||
u32 spring_size = m_springCount;
|
||||
|
||||
// Add gravity
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
m_f[i] += m_gravity;
|
||||
}
|
||||
|
||||
// Compute non-zero Jacobians Jx, Jv
|
||||
b3Mat33* Jx = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
b3SetZero_Jacobian(Jx, spring_size);
|
||||
|
||||
b3Mat33* Jv = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
b3SetZero_Jacobian(Jv, spring_size);
|
||||
|
||||
// Compute forces and Jacobians
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
{
|
||||
b3Spring* S = m_springs + i;
|
||||
|
||||
b3Vec3 x1 = m_x[S->i1];
|
||||
b3Vec3 v1 = m_v[S->i1];
|
||||
|
||||
b3Vec3 x2 = m_x[S->i2];
|
||||
b3Vec3 v2 = m_v[S->i2];
|
||||
|
||||
// Strech
|
||||
b3Vec3 dx = x2 - x1;
|
||||
float32 L = b3Length(dx);
|
||||
b3Vec3 n = dx;
|
||||
if (L > 0.0f)
|
||||
{
|
||||
n /= L;
|
||||
}
|
||||
|
||||
float32 C = L - S->L0;
|
||||
|
||||
// Compute streching forces
|
||||
b3Vec3 sf1 = -S->ks * C * -n;
|
||||
b3Vec3 sf2 = -sf1;
|
||||
|
||||
m_f[S->i1] += sf1;
|
||||
m_f[S->i2] += sf2;
|
||||
|
||||
// Compute damping forces
|
||||
b3Vec3 dv = v2 - v1;
|
||||
|
||||
b3Vec3 df1 = -S->kd * -dv;
|
||||
b3Vec3 df2 = -df1;
|
||||
|
||||
m_f[S->i1] += df1;
|
||||
m_f[S->i2] += df2;
|
||||
|
||||
b3Mat33 I = b3Mat33_identity;
|
||||
|
||||
// Compute Jx11
|
||||
float32 inv_L = L > 0.0f ? 1.0f / L : 0.0f;
|
||||
|
||||
float32 L2 = L * L;
|
||||
float32 inv_L2 = L2 > 0.0f ? 1.0f / L2 : 0.0f;
|
||||
|
||||
// Hessian
|
||||
// del^2_C / del_x
|
||||
b3Mat33 H_11 = inv_L * I + inv_L2 * b3Outer(dx, -n);
|
||||
|
||||
// del_C / del_x * del_C / del_x^T
|
||||
b3Mat33 JJ_11 = b3Outer(-n, -n);
|
||||
|
||||
b3Mat33 Jx11 = -S->ks * (C * H_11 + JJ_11);
|
||||
Jx[i] = Jx11;
|
||||
|
||||
// Compute Jv11
|
||||
b3Mat33 Jv11 = -S->kd * I;
|
||||
Jv[i] = Jv11;
|
||||
}
|
||||
|
||||
// Solve Ax = b
|
||||
|
||||
// Compute b
|
||||
|
||||
// b = h * (f0 + h * dfdx * v0)
|
||||
b3Vec3* b = (b3Vec3*) m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// b = dfdx * v0
|
||||
// b3Mul(b, dfdx, m_v, size);
|
||||
b3Mul_Jacobian(b, m_v, size, Jx, m_springs, m_springCount);
|
||||
|
||||
// b = h * (f0 + h * b)
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b[i] = h * (m_f[i] + h * b[i]);
|
||||
}
|
||||
|
||||
// Solve Ax = b
|
||||
b3Vec3* z = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* dv = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* Adv = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* r = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* c = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* q = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* s = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* inv_P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// Compute z
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
switch (types[i])
|
||||
{
|
||||
case e_staticMass:
|
||||
{
|
||||
z[i].SetZero();
|
||||
break;
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
z[i].SetZero();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// dv = z
|
||||
b3Copy(dv, z, size);
|
||||
|
||||
// Adv = A * dv
|
||||
// b3Mul(Adv, A, dv, size);
|
||||
b3Mul_A(Adv, dv, size, m_allocator, m_inv_m, h, Jx, Jv, m_springs, m_springCount);
|
||||
|
||||
// Compute P, P^-1
|
||||
// We compute A because P = diag(A)^-1
|
||||
// Note this is not necessary, and should be optimized as soon
|
||||
// as possible.
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
b3Mat33* A = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
|
||||
// A = 0
|
||||
b3SetZero(A, size);
|
||||
|
||||
// Compute dfdx, dfdv
|
||||
b3Mat33* dfdx = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3SetZero(dfdx, size);
|
||||
|
||||
b3Mat33* dfdv = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3SetZero(dfdv, size);
|
||||
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
{
|
||||
b3Spring* S = m_springs + i;
|
||||
|
||||
b3Mat33 Jx11 = Jx[i];
|
||||
b3Mat33 Jx12 = -Jx11;
|
||||
b3Mat33 Jx21 = Jx12;
|
||||
b3Mat33 Jx22 = Jx11;
|
||||
|
||||
dfdx[B3_INDEX(S->i1, S->i1, size)] += Jx11;
|
||||
dfdx[B3_INDEX(S->i1, S->i2, size)] += Jx12;
|
||||
dfdx[B3_INDEX(S->i2, S->i1, size)] += Jx21;
|
||||
dfdx[B3_INDEX(S->i2, S->i2, size)] += Jx22;
|
||||
|
||||
b3Mat33 Jv11 = Jv[i];
|
||||
b3Mat33 Jv12 = -Jv11;
|
||||
b3Mat33 Jv21 = Jv12;
|
||||
b3Mat33 Jv22 = Jv11;
|
||||
|
||||
dfdv[B3_INDEX(S->i1, S->i1, size)] += Jv11;
|
||||
dfdv[B3_INDEX(S->i1, S->i2, size)] += Jv12;
|
||||
dfdv[B3_INDEX(S->i2, S->i1, size)] += Jv21;
|
||||
dfdv[B3_INDEX(S->i2, S->i2, size)] += Jv22;
|
||||
}
|
||||
|
||||
// A += M
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
float32 m = 1.0f / m_inv_m[i];
|
||||
|
||||
A[B3_INDEX(i, i, size)] += b3Diagonal(m);
|
||||
}
|
||||
|
||||
// A += - h * dfdv - h * h * dfdx
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
A[B3_INDEX(i, j, size)] += (-h * dfdv[B3_INDEX(i, j, size)]) + (-h * h * dfdx[B3_INDEX(i, j, size)]);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b3Mat33 D = A[B3_INDEX(i, i, size)];
|
||||
|
||||
B3_ASSERT(D[0][0] != 0.0f);
|
||||
B3_ASSERT(D[1][1] != 0.0f);
|
||||
B3_ASSERT(D[2][2] != 0.0f);
|
||||
|
||||
P[i] = b3Vec3(1.0f / D[0][0], 1.0f / D[1][1], 1.0f / D[2][2]);
|
||||
inv_P[i] = b3Vec3(D[0][0], D[1][1], D[2][2]);
|
||||
}
|
||||
|
||||
m_allocator->Free(dfdv);
|
||||
m_allocator->Free(dfdx);
|
||||
m_allocator->Free(A);
|
||||
|
||||
// eps0 = dot( filter(b), P * filter(b) )
|
||||
b3Vec3* filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Filter(filter_b, b, size, types);
|
||||
|
||||
b3Vec3* P_filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
P_filter_b[i][0] = P[i][0] * filter_b[i][0];
|
||||
P_filter_b[i][1] = P[i][1] * filter_b[i][1];
|
||||
P_filter_b[i][2] = P[i][2] * filter_b[i][2];
|
||||
}
|
||||
|
||||
float32 eps0 = b3Dot(filter_b, P_filter_b, size);
|
||||
|
||||
m_allocator->Free(P_filter_b);
|
||||
m_allocator->Free(filter_b);
|
||||
|
||||
// r = filter(b - Adv)
|
||||
b3Sub(r, b, Adv, size);
|
||||
b3Filter(r, r, size, types);
|
||||
|
||||
// c = filter(P^-1 * r)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i][0] = inv_P[i][0] * r[i][0];
|
||||
c[i][1] = inv_P[i][1] * r[i][1];
|
||||
c[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
b3Filter(c, c, size, types);
|
||||
|
||||
// epsNew = dot(r, c)
|
||||
float32 epsNew = b3Dot(r, c, size);
|
||||
|
||||
// This is in [0, 1]
|
||||
// Making it smaller can increase accuracy, but it might increase the number
|
||||
// of iterations to be taken by the solver.
|
||||
const float32 kTol = 0.75f;
|
||||
|
||||
// Limit number of iterations to prevent cycling.
|
||||
const u32 kMaxIters = 100;
|
||||
|
||||
// Main iteration loop.
|
||||
u32 iter = 0;
|
||||
while (iter < kMaxIters && epsNew > kTol * kTol * eps0)
|
||||
{
|
||||
// q = filter(A * c)
|
||||
// b3Mul(q, A, c, size);
|
||||
b3Mul_A(q, c, size, m_allocator, m_inv_m, h, Jx, Jv, m_springs, m_springCount);
|
||||
b3Filter(q, q, size, types);
|
||||
|
||||
// alpha = epsNew / dot(c, q)
|
||||
float32 alpha = epsNew / b3Dot(c, q, size);
|
||||
|
||||
// x = x + alpha * c
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
dv[i] = dv[i] + alpha * c[i];
|
||||
}
|
||||
|
||||
// r = r - alpha * q
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
r[i] = r[i] - alpha * q[i];
|
||||
}
|
||||
|
||||
// s = inv_P * r
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
s[i][0] = inv_P[i][0] * r[i][0];
|
||||
s[i][1] = inv_P[i][1] * r[i][1];
|
||||
s[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
|
||||
// epsOld = epsNew
|
||||
float32 epsOld = epsNew;
|
||||
|
||||
// epsNew = dot(r, s)
|
||||
epsNew = b3Dot(r, s, size);
|
||||
|
||||
// beta = epsNew / epsOld
|
||||
float32 beta = epsNew / epsOld;
|
||||
|
||||
// c = filter(s + beta * c)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i] = s[i] + beta * c[i];
|
||||
}
|
||||
b3Filter(c, c, size, types);
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
m_step.iterations = iter;
|
||||
|
||||
// Update state
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_v[i] += dv[i];
|
||||
m_x[i] += h * m_v[i];
|
||||
}
|
||||
|
||||
// Clear forces
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_f[i].SetZero();
|
||||
}
|
||||
|
||||
m_allocator->Free(inv_P);
|
||||
m_allocator->Free(P);
|
||||
m_allocator->Free(s);
|
||||
m_allocator->Free(q);
|
||||
m_allocator->Free(c);
|
||||
m_allocator->Free(r);
|
||||
m_allocator->Free(Adv);
|
||||
m_allocator->Free(dv);
|
||||
m_allocator->Free(z);
|
||||
m_allocator->Free(b);
|
||||
m_allocator->Free(Jv);
|
||||
m_allocator->Free(Jx);
|
||||
}
|
||||
|
||||
void b3SpringCloth::Apply() const
|
||||
{
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_mesh->vertices[i] = m_x[i];
|
||||
}
|
||||
}
|
||||
|
||||
void b3SpringCloth::Draw(b3Draw* draw) const
|
||||
{
|
||||
const b3Mesh* m = m_mesh;
|
||||
|
||||
for (u32 i = 0; i < m->vertexCount; ++i)
|
||||
{
|
||||
draw->DrawPoint(m_x[i], 2.0f, b3Color_green);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m->triangleCount; ++i)
|
||||
{
|
||||
b3Triangle* t = m->triangles + i;
|
||||
|
||||
b3Vec3 v1 = m_x[t->v1];
|
||||
b3Vec3 v2 = m_x[t->v2];
|
||||
b3Vec3 v3 = m_x[t->v3];
|
||||
|
||||
b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
|
||||
n1.Normalize();
|
||||
|
||||
b3Vec3 n2 = -n1;
|
||||
|
||||
draw->DrawSolidTriangle(n1, v1, v2, v3, b3Color_blue);
|
||||
draw->DrawSolidTriangle(n2, v1, v3, v2, b3Color_blue);
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user