Small refactor

This commit is contained in:
Irlan
2019-06-24 11:15:02 -03:00
parent b18dae8f9d
commit 5bb247c79b
11 changed files with 443 additions and 211 deletions

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@ -19,11 +19,9 @@
#ifndef B3_SOFT_BODY_H
#define B3_SOFT_BODY_H
#include <bounce/common/math/transform.h>
#include <bounce/softbody/softbody_contact_manager.h>
#include <bounce/common/memory/stack_allocator.h>
#include <bounce/collision/broad_phase.h>
class b3World;
struct b3SoftBodyMesh;
@ -141,16 +139,14 @@ public:
// Debug draw the body using the associated mesh.
void Draw() const;
private:
friend struct b3SoftBodyNode;
friend class b3SoftBodyContactManager;
friend class b3SoftBodySolver;
friend class b3SoftBodyForceSolver;
friend struct b3SoftBodyNode;
// Compute mass of each node.
void ComputeMass();
// Update contacts.
void UpdateContacts();
// Solve
void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
@ -190,8 +186,8 @@ private:
// Soft body triangles
b3SoftBodyTriangle* m_triangles;
// Broadphase
b3BroadPhase m_broadPhase;
// Contact manager
b3SoftBodyContactManager m_contactManager;
// Attached world
b3World* m_world;
@ -207,11 +203,6 @@ inline b3Vec3 b3SoftBody::GetGravity() const
return m_gravity;
}
inline void b3SoftBody::SetWorld(b3World* world)
{
m_world = world;
}
inline const b3World* b3SoftBody::GetWorld() const
{
return m_world;

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@ -0,0 +1,48 @@
/*
* 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 B3_SOFTBODY_CONTACT_MANAGER_H
#define B3_SOFTBODY_CONTACT_MANAGER_H
#include <bounce/softbody/softbody_node_body_contact.h>
#include <bounce/collision/broad_phase.h>
#include <bounce/common/memory/block_pool.h>
#include <bounce/common/template/list.h>
class b3SoftBody;
// Contact delegator for b3SoftBody.
class b3SoftBodyContactManager
{
public:
b3SoftBodyContactManager();
void FindNewBodyContacts();
void AddNSPair(b3SoftBodyNode* n1, b3Shape* s2);
void UpdateBodyContacts();
b3NodeBodyContact* CreateNodeBodyContact();
void Destroy(b3NodeBodyContact* c);
b3BlockPool m_nodeBodyContactBlocks;
b3SoftBody* m_body;
b3BroadPhase m_broadPhase;
b3List2<b3NodeBodyContact> m_nodeBodyContactList;
};
#endif

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@ -23,37 +23,7 @@
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/transform.h>
class b3Shape;
class b3SoftBody;
struct b3SoftBodyNode;
// A contact between a node and a body
struct b3NodeBodyContact
{
b3SoftBodyNode* n1;
b3Shape* s2;
// Contact constraint
b3Vec3 normal1;
b3Vec3 localPoint1;
b3Vec3 localPoint2;
float32 normalImpulse;
// Friction constraint
b3Vec3 t1, t2;
b3Vec2 tangentImpulse;
bool active;
};
struct b3NodeBodyContactWorldPoint
{
void Initialize(const b3NodeBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
b3Vec3 point;
b3Vec3 normal;
float32 separation;
};
// Static node: Can be moved manually.
// Kinematic node: Non-zero velocity, can be moved by the solver.
@ -117,9 +87,11 @@ public:
void ApplyForce(const b3Vec3& force);
private:
friend class b3SoftBody;
friend class b3SoftBodyContactManager;
friend class b3SoftBodySolver;
friend class b3SoftBodyForceSolver;
friend class b3SoftBodyContactSolver;
friend class b3NodeBodyContact;
b3SoftBodyNode() { }
@ -128,6 +100,9 @@ private:
// Synchronize node
void Synchronize(const b3Vec3& displacement);
// Destroy associated contacts
void DestroyContacts();
// Type
b3SoftBodyNodeType m_type;
@ -161,9 +136,6 @@ private:
// Soft body mesh vertex index.
u32 m_vertex;
// Node and body contact
b3NodeBodyContact m_bodyContact;
// Broadphase proxy
u32 m_broadPhaseId;
@ -187,7 +159,7 @@ inline void b3SoftBodyNode::SetType(b3SoftBodyNodeType type)
Synchronize(b3Vec3_zero);
}
m_bodyContact.active = false;
DestroyContacts();
}
inline b3SoftBodyNodeType b3SoftBodyNode::GetType() const

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@ -0,0 +1,78 @@
/*
* 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 B3_SOFT_BODY_NODE_BODY_CONTACT_H
#define B3_SOFT_BODY_NODE_BODY_CONTACT_H
#include <bounce/common/template/list.h>
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/transform.h>
struct b3SoftBodyNode;
class b3Shape;
// A contact between a node and a body
class b3NodeBodyContact
{
public:
private:
friend class b3List2<b3NodeBodyContact>;
friend class b3SoftBody;
friend class b3SoftBodyContactManager;
friend struct b3SoftBodyNode;
friend class b3SoftBodySolver;
friend class b3SoftBodyContactSolver;
friend struct b3NodeBodyContactWorldPoint;
b3NodeBodyContact() { }
~b3NodeBodyContact() { }
void Update();
b3SoftBodyNode* m_n1;
b3Shape* m_s2;
// Is the contact active?
bool m_active;
// Contact constraint
b3Vec3 m_normal1;
b3Vec3 m_localPoint1;
b3Vec3 m_localPoint2;
float32 m_normalImpulse;
// Friction constraint
b3Vec3 m_tangent1, m_tangent2;
b3Vec2 m_tangentImpulse;
// List pointers into the soft body
b3NodeBodyContact* m_prev;
b3NodeBodyContact* m_next;
};
struct b3NodeBodyContactWorldPoint
{
void Initialize(const b3NodeBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
b3Vec3 point;
b3Vec3 normal;
float32 separation;
};
#endif