Use sphere mesh. Add soft body test.
This commit is contained in:
278
examples/testbed/tests/soft_body.h
Normal file
278
examples/testbed/tests/soft_body.h
Normal file
@ -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
|
Reference in New Issue
Block a user