Use sphere mesh. Add soft body test.

This commit is contained in:
Irlan 2019-04-18 19:44:12 -03:00
parent 695514989e
commit 399a6efc72
10 changed files with 588 additions and 653 deletions

View File

@ -28,6 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
@ -535,72 +537,22 @@ struct DrawTriangles
struct DrawWireSphere
{
enum
{
e_rings = 12,
e_sectors = 12,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 8
};
DrawWireSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
b3Color cs[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
vs[vc].Set(x, y, z);
cs[vc] = b3Color(1.0f, 1.0f, 1.0f, 1.0f);
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i3;
is[ic++] = i4;
is[ic++] = i4;
is[ic++] = i1;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -616,6 +568,8 @@ struct DrawWireSphere
GLuint m_vboId;
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawWire
@ -677,7 +631,7 @@ struct DrawWire
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_LINES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_vertexAttribute);
@ -697,84 +651,25 @@ struct DrawWire
struct DrawSolidSphere
{
enum
{
e_rings = 18,
e_sectors = 18,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 6,
e_faceCount = e_indexCount / 3
};
DrawSolidSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 a1 = 2.0f * B3_PI * float32(s) * S;
float32 c1 = cos(a1);
float32 s1 = sin(a1);
float32 a2 = -0.5f * B3_PI + B3_PI * float32(r) * R;
float32 s2 = sin(a2);
float32 a3 = B3_PI * float32(r) * R;
float32 s3 = sin(a3);
float32 x = c1 * s3;
float32 y = s2;
float32 z = s1 * s3;
b3Vec3 v(x, y, z);
v.Normalize();
vs[vc] = v;
ns[vc] = v;
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i1;
is[ic++] = i3;
is[ic++] = i4;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -790,6 +685,8 @@ struct DrawSolidSphere
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolidCylinder
@ -1021,7 +918,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_TRIANGLES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_normalAttribute);

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@ -28,6 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
@ -551,72 +553,22 @@ struct DrawTriangles
struct DrawWireSphere
{
enum
{
e_rings = 12,
e_sectors = 12,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 8
};
DrawWireSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
b3Color cs[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
vs[vc].Set(x, y, z);
cs[vc] = b3Color(1.0f, 1.0f, 1.0f, 1.0f);
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i3;
is[ic++] = i4;
is[ic++] = i4;
is[ic++] = i1;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -632,6 +584,8 @@ struct DrawWireSphere
GLuint m_vboId;
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawWire
@ -694,7 +648,7 @@ struct DrawWire
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_LINES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -712,84 +666,25 @@ struct DrawWire
struct DrawSolidSphere
{
enum
{
e_rings = 18,
e_sectors = 18,
e_vertexCount = e_rings * e_sectors,
e_indexCount = (e_rings - 1) * (e_sectors - 1) * 6,
e_faceCount = e_indexCount / 3
};
DrawSolidSphere()
{
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
smMesh mesh;
smCreateMesh(mesh, 1);
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 a1 = 2.0f * B3_PI * float32(s) * S;
float32 c1 = cos(a1);
float32 s1 = sin(a1);
float32 a2 = -0.5f * B3_PI + B3_PI * float32(r) * R;
float32 s2 = sin(a2);
float32 a3 = B3_PI * float32(r) * R;
float32 s3 = sin(a3);
float32 x = c1 * s3;
float32 y = s2;
float32 z = s1 * s3;
b3Vec3 v(x, y, z);
v.Normalize();
vs[vc] = v;
ns[vc] = v;
++vc;
}
}
u32 is[e_indexCount];
u32 ic = 0;
for (u32 r = 0; r < e_rings - 1; r++)
{
for (u32 s = 0; s < e_sectors - 1; s++)
{
u32 i1 = r * e_sectors + s;
u32 i2 = (r + 1) * e_sectors + s;
u32 i3 = (r + 1) * e_sectors + (s + 1);
u32 i4 = r * e_sectors + (s + 1);
is[ic++] = i1;
is[ic++] = i2;
is[ic++] = i3;
is[ic++] = i1;
is[ic++] = i3;
is[ic++] = i4;
}
}
m_vertexCount = mesh.vertices.Count();
m_indexCount = mesh.triangleIndices.Count();
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
AssertGL();
@ -805,6 +700,8 @@ struct DrawSolidSphere
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolidCylinder
@ -1033,7 +930,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_TRIANGLES, m_sphere.e_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);

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@ -0,0 +1,149 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 <testbed/framework/sphere_mesh.h>
// References:
// https://github.com/caosdoar/spheres
// https://schneide.blog/2016/07/15/generating-an-icosphere-in-c/
struct smEdge
{
smEdge() { }
smEdge(u32 _v1, u32 _v2)
{
v1 = _v1;
v2 = _v2;
}
u32 v1, v2;
};
struct smEdgeVertexPair
{
smEdgeVertexPair() { }
smEdgeVertexPair(const smEdge& _edge, u32 _vertex)
{
edge = _edge;
vertex = _vertex;
}
smEdge edge;
u32 vertex;
};
struct smEdgeVertexMap
{
smEdgeVertexMap() { }
smEdgeVertexPair* Find(const smEdge& edge)
{
for (u32 i = 0; i < pairs.Count(); ++i)
{
smEdgeVertexPair* pair = pairs.Get(i);
if ((pair->edge.v1 == edge.v1 && pair->edge.v2 == edge.v2) ||
(pair->edge.v1 == edge.v2 && pair->edge.v2 == edge.v1) )
{
return pair;
}
}
return nullptr;
}
b3StackArray<smEdgeVertexPair, 32> pairs;
};
//
static inline u32 smSubdivideEdge(u32 i1, u32 i2,
const b3Vec3& v1, const b3Vec3& v2,
smEdgeVertexMap& edgeVertexMap,
smMesh& output)
{
smEdge edge(i1, i2);
smEdgeVertexPair* pair = edgeVertexMap.Find(edge);
if (pair)
{
return pair->vertex;
}
smEdge newEdge(i1, i2);
u32 newVertex = output.vertices.Count();
b3Vec3 v = 0.5f * (v1 + v2);
float32 len = v.Normalize();
output.AddVertex(v.x, v.y, v.z);
smEdgeVertexPair newPair(newEdge, newVertex);
edgeVertexMap.pairs.PushBack(newPair);
return newVertex;
}
//
static inline void smSubdivideMesh(smMesh& output, const smMesh& input)
{
output.vertices = input.vertices;
smEdgeVertexMap edgeVertexMap;
for (u32 i = 0; i < input.triangleIndices.Count() / 3; ++i)
{
u32 vi1 = input.triangleIndices[3 * i + 0];
u32 vi2 = input.triangleIndices[3 * i + 1];
u32 vi3 = input.triangleIndices[3 * i + 2];
b3Vec3 v1 = input.vertices[vi1];
b3Vec3 v2 = input.vertices[vi2];
b3Vec3 v3 = input.vertices[vi3];
u32 vi4 = smSubdivideEdge(vi1, vi2, v1, v2, edgeVertexMap, output);
u32 vi5 = smSubdivideEdge(vi2, vi3, v2, v3, edgeVertexMap, output);
u32 vi6 = smSubdivideEdge(vi3, vi1, v3, v1, edgeVertexMap, output);
output.AddTriangle(vi1, vi4, vi6);
output.AddTriangle(vi4, vi2, vi5);
output.AddTriangle(vi5, vi3, vi6);
output.AddTriangle(vi4, vi5, vi6);
}
}
//
void smCreateMesh(smMesh& output, u32 subdivisions)
{
B3_ASSERT(output.vertices.Count() == 0);
B3_ASSERT(output.triangleIndices.Count() == 0);
smMesh input;
input.SetAsIcosahedron();
for (u32 i = 0; i < subdivisions; ++i)
{
smMesh subOutput;
smSubdivideMesh(subOutput, input);
input = subOutput;
}
output = input;
}

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@ -0,0 +1,113 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SPHERE_MESH_H
#define SPHERE_MESH_H
#include <bounce/bounce.h>
//
struct smMesh
{
smMesh() { }
smMesh& operator=(const smMesh& other)
{
Copy(other);
return *this;
}
void Copy(const smMesh& other)
{
vertices = other.vertices;
triangleIndices = other.triangleIndices;
}
void AddVertex(float32 x, float32 y, float32 z)
{
vertices.PushBack(b3Vec3(x, y, z));
}
void AddTriangle(u32 v1, u32 v2, u32 v3)
{
triangleIndices.PushBack(v1);
triangleIndices.PushBack(v2);
triangleIndices.PushBack(v3);
}
void SetAsIcosahedron()
{
assert(vertices.Count() == 0);
float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
AddVertex(-1.0f, t, 0.0f);
AddVertex(1.0f, t, 0.0f);
AddVertex(-1.0f, -t, 0.0f);
AddVertex(1.0f, -t, 0.0f);
AddVertex(0.0f, -1.0f, t);
AddVertex(0.0f, 1.0f, t);
AddVertex(0.0f, -1.0f, -t);
AddVertex(0.0f, 1.0f, -t);
AddVertex(t, 0.0f, -1.0f);
AddVertex(t, 0.0f, 1.0f);
AddVertex(-t, 0.0f, -1.0f);
AddVertex(-t, 0.0f, 1.0f);
for (u32 i = 0; i < vertices.Count(); ++i)
{
vertices[i].Normalize();
}
assert(triangleIndices.Count() == 0);
AddTriangle(0, 11, 5);
AddTriangle(0, 5, 1);
AddTriangle(0, 1, 7);
AddTriangle(0, 7, 10);
AddTriangle(0, 10, 11);
AddTriangle(1, 5, 9);
AddTriangle(5, 11, 4);
AddTriangle(11, 10, 2);
AddTriangle(10, 7, 6);
AddTriangle(7, 1, 8);
AddTriangle(3, 9, 4);
AddTriangle(3, 4, 2);
AddTriangle(3, 2, 6);
AddTriangle(3, 6, 8);
AddTriangle(3, 8, 9);
AddTriangle(4, 9, 5);
AddTriangle(2, 4, 11);
AddTriangle(6, 2, 10);
AddTriangle(8, 6, 7);
AddTriangle(9, 8, 1);
}
b3StackArray<b3Vec3, 256> vertices;
b3StackArray<u32, 256> triangleIndices;
};
// Generate an icosphere given the number of subdivisions.
void smCreateMesh(smMesh& output, u32 subdivisions);
#endif SPHERE_MESH_H

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@ -62,13 +62,11 @@
#include <testbed/tests/multiple_pendulum.h>
#include <testbed/tests/table_cloth.h>
#include <testbed/tests/pinned_cloth.h>
#include <testbed/tests/shirt.h>
#include <testbed/tests/particle_types.h>
#include <testbed/tests/tension_mapping.h>
#include <testbed/tests/self_collision.h>
#include <testbed/tests/single_pendulum.h>
#include <testbed/tests/soft_body.h>
#include <testbed/tests/rope_test.h>
#include <testbed/tests/mass_spring.h>
TestEntry g_tests[] =
{
@ -116,12 +114,10 @@ TestEntry g_tests[] =
{ "Multiple Pendulum", &MultiplePendulum::Create },
{ "Table Cloth", &TableCloth::Create },
{ "Pinned Cloth", &PinnedCloth::Create },
{ "Shirt", &Shirt::Create },
{ "Particle Types", &ParticleTypes::Create },
{ "Tension Mapping", &TensionMapping::Create },
{ "Self-Collision", &SelfCollision::Create },
{ "Mass-Spring System", &MassSpring::Create },
{ "Single Pendulum", &SinglePendulum::Create },
{ "Soft Body", &SoftBody::Create },
{ "Rope", &Rope::Create },
{ NULL, NULL }
};

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@ -1,158 +0,0 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 MASS_SPRING_H
#define MASS_SPRING_H
class MassSpring : public Test
{
public:
MassSpring()
{
m_x.Set(0.0f, 5.0f, 0.0f);
m_v.SetZero();
m_k = 100.0f;
m_iterations = 0;
}
void Solve(float32 h)
{
// ODE
// f(Y) = dY / dt = [v]
// [-k * x]
// 1. Apply Implicit Euler
// Y(t + h) = Y(t) + h * f( Y(t + h) )
// G( Y(t + h) ) = Y(t + h) - Y(t) - h * f( Y(t + h) ) = 0
// 2. Solve G = 0
// Newton-Raphson Iteration
//
// Y(t + h) =
// Y(t + h)_0 - G( Y(t + h)_0 ) / G'( Y(t + h)_0 ) =
// Y(t + h)_0 - G'( Y(t + h)_0 )^-1 * ( Y(t + h)_0 - Y(t) - h * f( Y(t + h)_0 )
// G'( Y ) = I - h * del_f / del_Y
// del_f / del_Y = [del_f1 / del_x del_f1 / del_v] = [0 I]
// [del_f2 / del_x del_f2 / del_v] [-k * I 0]
// G'( Y ) = [I 0] - [0 h * I] = [I -h * I]
// [0 I] [-h * k * I 0] [h * k * I I]
// Compute Jacobian
b3Mat33 I = b3Mat33_identity;
b3Mat33 A, B, C, D;
A = I;
B = -h * I;
C = h * m_k * I;
D = I;
// Invert
// Block matrix inversion
b3Mat33 invD = b3Inverse(D);
b3Mat33 B_invD = B * invD;
b3Mat33 invJ_A = b3Inverse(A - B_invD * C);
b3Mat33 invJ_B = -invJ_A * B_invD;
b3Mat33 invJ_C = -invD * C * invJ_A;
b3Mat33 invJ_D = invD + invD * C * invJ_A * B_invD;
// Initial guess
b3Vec3 f1 = m_v;
b3Vec3 f2 = -m_k * m_x;
b3Vec3 Y1 = m_x + h * f1;
b3Vec3 Y2 = m_v + h * f2;
const float32 kTol = 0.05f;
const u32 kMaxIterations = 20;
float32 eps0 = 0.0f;
float32 eps1 = B3_MAX_FLOAT;
m_iterations = 0;
while (m_iterations < kMaxIterations && eps1 > kTol * kTol * eps0)
{
// Evaluate f(Y_n-1)
f1 = Y2;
f2 = -m_k * Y1;
// Residual vector
b3Vec3 G1 = Y1 - m_x - h * f1;
b3Vec3 G2 = Y2 - m_v - h * f2;
eps1 = b3Dot(G1, G1) + b3Dot(G2, G2);
// Solve Ax = b
b3Vec3 x1 = invJ_A * G1 + invJ_B * G2;
b3Vec3 x2 = invJ_C * G1 + invJ_D * G2;
Y1 -= x1;
Y2 -= x2;
++m_iterations;
}
// Update state
m_x = Y1;
m_v = Y2;
}
void Step()
{
float32 h = g_testSettings->inv_hertz;
Solve(h);
g_draw->DrawSolidSphere(m_x, 0.25f, b3Color_white);
g_draw->DrawSegment(b3Vec3_zero, m_x, b3Color_white);
g_draw->DrawString(b3Color_white, "Iterations = %u", m_iterations);
float32 E = 0.5f * b3Dot(m_v, m_v);
g_draw->DrawString(b3Color_white, "E = %f", E);
}
static Test* Create()
{
return new MassSpring();
}
// State
b3Vec3 m_x, m_v;
// Stiffness
float32 m_k;
//
u32 m_iterations;
};
#endif

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@ -1,142 +0,0 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SHIRT_H
#define SHIRT_H
class Shirt : public Test
{
public:
Shirt()
{
// Generate 2D mesh
m_shirtGarmentMesh.Set(&m_shirtGarment, 0.1f);
// Create 3D mesh
m_shirtClothMesh.Set(&m_shirtGarmentMesh);
// Create cloth
b3ClothDef def;
def.mesh = &m_shirtClothMesh;
def.density = 0.2f;
def.structural = 1000.0f;
m_cloth = new b3Cloth(def);
// Perform fitting
for (u32 i = 0; i < 3; ++i)
{
b3ClothMeshMesh* front = m_shirtClothMesh.meshes + i;
for (u32 j = 0; j < front->vertexCount; ++j)
{
u32 v = front->startVertex + j;
b3Particle* p = m_cloth->GetVertexParticle(v);
b3Vec3 x = p->GetPosition();
x.z = -1.0f;
p->SetPosition(x);
}
}
for (u32 i = 3; i < 6; ++i)
{
b3ClothMeshMesh* back = m_shirtClothMesh.meshes + i;
for (u32 j = 0; j < back->vertexCount; ++j)
{
u32 v = back->startVertex + j;
b3Particle* p = m_cloth->GetVertexParticle(v);
b3Vec3 x = p->GetPosition();
x.z = 1.0f;
p->SetPosition(x);
}
}
m_cloth->SetGravity(b3Vec3(0.0f, -9.8f, 0.0f));
m_cloth->SetWorld(&m_world);
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~Shirt()
{
delete m_clothDragger;
delete m_cloth;
}
void Step()
{
Test::Step();
m_cloth->Step(g_testSettings->inv_hertz);
m_cloth->Draw();
extern u32 b3_clothSolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
float32 E = m_cloth->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->Drag();
}
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_clothDragger->IsDragging() == false)
{
m_clothDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->StopDragging();
}
}
static Test* Create()
{
return new Shirt();
}
b3ShirtGarment m_shirtGarment;
b3GarmentMesh m_shirtGarmentMesh;
b3GarmentClothMesh m_shirtClothMesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};
#endif

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@ -1,99 +0,0 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 PENDULUM_H
#define PENDULUM_H
class SinglePendulum : public Test
{
public:
SinglePendulum()
{
m_g = -10.0f;
m_r = 10.0f;
m_m = 1.0f;
m_I = m_m * m_r * m_r;
// Initial state
m_theta = -0.5f * B3_PI;
m_omega = 0.0f;
}
void Step()
{
float32 h = g_testSettings->inv_hertz;
// Solution (acceleration)
float32 omega_dot = -m_g / m_r * sin(m_theta);
// Integrate acceleration
m_omega += h * omega_dot;
// Integrate velocity
m_theta += h * m_omega;
// Convert from polar coordinates (r, theta) to Cartesian coordinates (x, y)
b3Vec3 c;
c.x = m_r * sin(m_theta);
c.y = m_r * cos(m_theta);
c.z = 0.0f;
g_draw->DrawSolidSphere(c, 1.0f, b3Color_white);
b3Vec3 pole;
pole.SetZero();
g_draw->DrawSegment(pole, c, b3Color_white);
// Kinetic energy
float32 T = 0.5f * m_I * m_omega * m_omega;
// Potential energy
float32 V = -m_m * m_g * m_r * cos(m_theta);
// Lagrangian
float32 L = T - V;
//
g_draw->DrawString(b3Color_white, "T = %f \nV = %f \nL = %f", T, V, L);
}
static Test* Create()
{
return new SinglePendulum();
}
// Gravity
float32 m_g;
// Mass, inertia
float32 m_m, m_I;
// Radial coordinate
float32 m_r;
// The allowable generalized coordinate in polar coordinate frame.
// Only motions satisfying the constraints can be described
// in this frame. Therefore, all solutions satisfy the constraints.
// This is the so called reduced coordinates approach.
float32 m_theta;
// Velocity
float32 m_omega;
};
#endif

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@ -0,0 +1,278 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 SOFT_BODY_H
#define SOFT_BODY_H
#include <testbed/framework/sphere_mesh.h>
struct b3SphereClothMesh : public b3ClothMesh
{
b3StackArray<b3Vec3, 256> sphereVertices;
b3StackArray<b3ClothMeshTriangle, 256> sphereTriangles;
b3ClothMeshMesh sphereMesh;
b3SphereClothMesh()
{
smMesh mesh;
smCreateMesh(mesh, 1);
sphereVertices.Resize(mesh.vertices.Count());
for (u32 i = 0; i < mesh.vertices.Count(); ++i)
{
sphereVertices[i] = mesh.vertices[i];
}
sphereTriangles.Resize(mesh.triangleIndices.Count() / 3);
for (u32 i = 0; i < mesh.triangleIndices.Count() / 3; ++i)
{
sphereTriangles[i].v1 = mesh.triangleIndices[3 * i + 0];
sphereTriangles[i].v2 = mesh.triangleIndices[3 * i + 1];
sphereTriangles[i].v3 = mesh.triangleIndices[3 * i + 2];
}
sphereMesh.startTriangle = 0;
sphereMesh.triangleCount = sphereTriangles.Count();
sphereMesh.startVertex = 0;
sphereMesh.vertexCount = sphereVertices.Count();
vertexCount = sphereVertices.Count();
vertices = sphereVertices.Begin();
triangleCount = sphereTriangles.Count();
triangles = sphereTriangles.Begin();
meshCount = 1;
meshes = &sphereMesh;
sewingLineCount = 0;
sewingLines = nullptr;
}
};
class SoftBody : public Test
{
public:
SoftBody()
{
// Scale and translate the cloth mesh upwards
for (u32 i = 0; i < m_mesh.vertexCount; ++i)
{
m_mesh.vertices[i] *= 2.0f;
m_mesh.vertices[i].y += 10.0f;
}
// Create cloth
b3ClothDef def;
def.mesh = &m_mesh;
def.density = 0.2f;
def.structural = 10000.0f;
def.bending = 0.0f;
def.damping = 0.0f;
m_cloth = new b3Cloth(def);
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
{
p->SetRadius(0.05f);
p->SetFriction(0.5f);
}
b3Vec3 gravity(0.0f, -9.8f, 0.0f);
m_cloth->SetGravity(gravity);
// Attach a world to the cloth
m_cloth->SetWorld(&m_world);
// Create static shapes
{
b3BodyDef bd;
bd.type = e_staticBody;
b3Body* b = m_world.CreateBody(bd);
static b3BoxHull boxHull(10.0f, 1.0f, 10.0f);
b3HullShape boxShape;
boxShape.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &boxShape;
sd.friction = 0.5f;
b->CreateShape(sd);
}
m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
}
~SoftBody()
{
delete m_clothDragger;
delete m_cloth;
}
// Compute the volume of soft body
float32 ComputeVolume() const
{
const b3ClothMesh* mesh = m_cloth->GetMesh();
b3StackArray<b3Vec3, 256> positions;
positions.Resize(mesh->vertexCount);
for (u32 i = 0; i < mesh->vertexCount; ++i)
{
b3Particle* p = m_cloth->GetVertexParticle(i);
positions[i] = p->GetPosition();
}
b3AABB3 aabb;
aabb.Compute(positions.Begin(), positions.Count());
return aabb.Volume();
}
// Apply pressure forces
// Explanation available in the paper
// "Pressure Model of Soft Body Simulation"
void ApplyPressureForces()
{
const b3ClothMesh* mesh = m_cloth->GetMesh();
// Volume in m^3
float32 V = ComputeVolume();
// Inverse volume
float32 invV = V > 0.0f ? 1.0f / V : 0.0f;
// Apply pressure forces on particles
for (u32 i = 0; i < m_mesh.triangleCount; ++i)
{
u32 i1 = m_mesh.triangles[i].v1;
u32 i2 = m_mesh.triangles[i].v2;
u32 i3 = m_mesh.triangles[i].v3;
b3Particle* p1 = m_cloth->GetVertexParticle(i1);
b3Particle* p2 = m_cloth->GetVertexParticle(i2);
b3Particle* p3 = m_cloth->GetVertexParticle(i3);
b3Vec3 v1 = p1->GetPosition();
b3Vec3 v2 = p2->GetPosition();
b3Vec3 v3 = p3->GetPosition();
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
// Triangle area
float32 A = n.Normalize();
A *= 0.5f;
// Ideal Gas Approximation
// Number of gas moles
const float32 k_n = 1.0f;
// Ideal Gas Constant [J / K mol]
const float32 k_R = 8.31f;
// Gas temperature in Kelvin
const float32 k_T = 100.0f;
// Pressure in Pascals
float32 P = invV * k_n * k_R * k_T;
// Pressure vector
b3Vec3 Pn = P * n;
// Pressure force
b3Vec3 FP = Pn * A;
// Distribute
p1->ApplyForce(FP);
p2->ApplyForce(FP);
p3->ApplyForce(FP);
}
}
void Step()
{
Test::Step();
ApplyPressureForces();
m_cloth->Step(g_testSettings->inv_hertz);
m_cloth->Draw();
if (m_clothDragger->IsDragging())
{
b3Vec3 pA = m_clothDragger->GetPointA();
b3Vec3 pB = m_clothDragger->GetPointB();
g_draw->DrawPoint(pA, 2.0f, b3Color_green);
g_draw->DrawPoint(pB, 2.0f, b3Color_green);
g_draw->DrawSegment(pA, pB, b3Color_white);
}
extern u32 b3_clothSolverIterations;
g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
float32 E = m_cloth->GetEnergy();
g_draw->DrawString(b3Color_white, "E = %f", E);
}
void MouseMove(const b3Ray3& pw)
{
Test::MouseMove(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->Drag();
}
}
void MouseLeftDown(const b3Ray3& pw)
{
Test::MouseLeftDown(pw);
if (m_clothDragger->IsDragging() == false)
{
m_clothDragger->StartDragging();
}
}
void MouseLeftUp(const b3Ray3& pw)
{
Test::MouseLeftUp(pw);
if (m_clothDragger->IsDragging() == true)
{
m_clothDragger->StopDragging();
}
}
static Test* Create()
{
return new SoftBody();
}
b3SphereClothMesh m_mesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};
#endif

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@ -273,6 +273,10 @@ workspace(solution_name)
examples_src_dir .. "/testbed/framework/test.h",
examples_src_dir .. "/testbed/framework/sphere_mesh.h",
examples_src_dir .. "/testbed/framework/sphere_mesh.cpp",
examples_src_dir .. "/testbed/framework/body_dragger.h",
examples_src_dir .. "/testbed/framework/cloth_dragger.h",