New feature: soft bodies!

This commit is contained in:
Irlan
2019-05-13 19:03:23 -03:00
parent f1c4cf4679
commit 637199b5fd
21 changed files with 3588 additions and 298 deletions

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@ -72,4 +72,8 @@
#include <bounce/cloth/garment/garment.h>
#include <bounce/cloth/garment/garment_mesh.h>
#include <bounce/softbody/softbody_mesh.h>
#include <bounce/softbody/softbody.h>
#include <bounce/softbody/softbody_node.h>
#endif

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@ -144,6 +144,32 @@ inline void b3BarycentricCoordinates(float32 out[4],
out[3] = out[0] + out[1] + out[2];
}
// Convert a point Q from Cartesian coordinates to Barycentric coordinates (u, v, w, x)
// with respect to a tetrahedron ABCD.
// The last output value is the (positive) divisor.
inline void b3BarycentricCoordinates(float32 out[5],
const b3Vec3& A, const b3Vec3& B, const b3Vec3& C, const b3Vec3& D,
const b3Vec3& Q)
{
b3Vec3 AB = B - A;
b3Vec3 AC = C - A;
b3Vec3 AD = D - A;
b3Vec3 QA = A - Q;
b3Vec3 QB = B - Q;
b3Vec3 QC = C - Q;
b3Vec3 QD = D - Q;
float32 divisor = b3Det(AB, AC, AD);
float32 sign = b3Sign(divisor);
out[0] = sign * b3Det(QB, QC, QD);
out[1] = sign * b3Det(QA, QD, QC);
out[2] = sign * b3Det(QA, QB, QD);
out[3] = sign * b3Det(QA, QC, QB);
out[4] = sign * divisor;
}
// Project a point onto a segment AB.
inline b3Vec3 b3ClosestPointOnSegment(const b3Vec3& P, const b3Vec3& A, const b3Vec3& B)
{

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@ -293,9 +293,7 @@ private:
friend class b3MeshContact;
friend class b3ContactManager;
friend class b3ContactSolver;
friend class b3ClothSolver;
friend class b3ClothContactSolver;
friend class b3Joint;
friend class b3JointManager;
friend class b3JointSolver;
@ -308,6 +306,13 @@ private:
friend class b3List2<b3Body>;
friend class b3ClothSolver;
friend class b3ClothContactSolver;
friend class b3SoftBody;
friend class b3SoftBodySolver;
friend class b3SoftBodyContactSolver;
enum b3BodyFlags
{
e_awakeFlag = 0x0001,

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@ -0,0 +1,193 @@
/*
* 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_H
#define B3_SOFT_BODY_H
#include <bounce/common/math/transform.h>
#include <bounce/common/memory/stack_allocator.h>
class b3World;
struct b3SoftBodyMesh;
class b3SoftBodyNode;
struct b3RayCastInput;
struct b3RayCastOutput;
struct b3SoftBodyRayCastSingleOutput
{
u32 tetrahedron;
u32 v1, v2, v3;
float32 fraction;
b3Vec3 normal;
};
// Soft body tetrahedron element
struct b3SoftBodyElement
{
float32 invP[16];
b3Mat33 K[16];
b3Quat q;
};
// Soft body tetrahedron triangle
struct b3SoftBodyTriangle
{
u32 v1, v2, v3;
u32 tetrahedron;
};
// Soft body definition
// This requires defining a soft body mesh which is typically bound to a render mesh
struct b3SoftBodyDef
{
b3SoftBodyDef()
{
mesh = nullptr;
density = 0.1f;
E = 100.0f;
nu = 0.3f;
}
// Soft body mesh
const b3SoftBodyMesh* mesh;
// Density in kg/m^3
float32 density;
// Material Young's modulus in [0, inf]
// Units are 1e3N/m^2
float32 E;
// Material Poisson ratio in [0, 0.5]
// This is a dimensionless value
float32 nu;
};
// A soft body represents a deformable volume as a collection of nodes.
class b3SoftBody
{
public:
b3SoftBody(const b3SoftBodyDef& def);
~b3SoftBody();
// Perform a ray cast with the soft body.
bool RayCastSingle(b3SoftBodyRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
// Set the acceleration of gravity.
void SetGravity(const b3Vec3& gravity);
// Get the acceleration of gravity.
b3Vec3 GetGravity() const;
// Attach a world to this cloth.
// The cloth will be able to respond to collisions with the bodies in the attached world.
void SetWorld(b3World* world);
// Get the world attached to this cloth.
const b3World* GetWorld() const;
b3World* GetWorld();
// Return the soft body mesh proxy.
const b3SoftBodyMesh* GetMesh() const;
// Return the node associated with the given vertex.
b3SoftBodyNode* GetVertexNode(u32 i);
// Return the kinetic (or dynamic) energy in this system.
float32 GetEnergy() const;
// Perform a time step.
void Step(float32 dt, u32 velocityIterations, u32 positionIterations);
// Debug draw the body using the associated mesh.
void Draw() const;
private:
// Compute mass of each node.
void ComputeMass();
// Update contacts.
void UpdateContacts();
// Solve
void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
// Stack allocator
b3StackAllocator m_stackAllocator;
// Gravity acceleration
b3Vec3 m_gravity;
// Proxy mesh
const b3SoftBodyMesh* m_mesh;
// Soft body density
float32 m_density;
// Material Young's modulus
float32 m_E;
// Material poisson ratio
float32 m_nu;
// Soft body nodes
b3SoftBodyNode* m_nodes;
// Soft body elements
b3SoftBodyElement* m_elements;
// Soft body triangles
b3SoftBodyTriangle* m_triangles;
// Attached world
b3World* m_world;
};
inline void b3SoftBody::SetGravity(const b3Vec3& gravity)
{
m_gravity = gravity;
}
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;
}
inline b3World* b3SoftBody::GetWorld()
{
return m_world;
}
inline const b3SoftBodyMesh* b3SoftBody::GetMesh() const
{
return m_mesh;
}
#endif

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@ -0,0 +1,129 @@
/*
* 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_CONTACT_SOLVER_H
#define B3_SOFT_BODY_CONTACT_SOLVER_H
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
class b3StackAllocator;
class b3SoftBodyNode;
class b3Body;
class b3NodeBodyContact;
struct b3DenseVec3;
struct b3SoftBodySolverBodyContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 friction;
b3Vec3 point;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 velocityBias;
b3Vec3 tangent1;
b3Vec3 tangent2;
b3Mat22 tangentMass;
b3Vec2 tangentImpulse;
};
struct b3SoftBodySolverBodyContactPositionConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
float32 radiusA;
b3Vec3 localCenterA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 radiusB;
b3Vec3 localCenterB;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 normalA;
b3Vec3 localPointA;
b3Vec3 localPointB;
};
struct b3SoftBodyContactSolverDef
{
b3StackAllocator* allocator;
b3DenseVec3* positions;
b3DenseVec3* velocities;
u32 bodyContactCapacity;
};
inline float32 b3MixFriction(float32 u1, float32 u2)
{
return b3Sqrt(u1 * u2);
}
class b3SoftBodyContactSolver
{
public:
b3SoftBodyContactSolver(const b3SoftBodyContactSolverDef& def);
~b3SoftBodyContactSolver();
void Add(b3NodeBodyContact* c);
void InitializeBodyContactConstraints();
void WarmStart();
void SolveBodyContactVelocityConstraints();
void StoreImpulses();
bool SolveBodyContactPositionConstraints();
protected:
b3StackAllocator* m_allocator;
b3DenseVec3* m_positions;
b3DenseVec3* m_velocities;
u32 m_bodyContactCapacity;
u32 m_bodyContactCount;
b3NodeBodyContact** m_bodyContacts;
b3SoftBodySolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
b3SoftBodySolverBodyContactPositionConstraint* m_bodyPositionConstraints;
};
#endif

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@ -0,0 +1,45 @@
/*
* 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_MESH_H
#define B3_SOFT_BODY_MESH_H
#include <bounce/common/math/vec3.h>
struct b3SoftBodyMeshTetrahedron
{
u32 v1, v2, v3, v4;
};
struct b3SoftBodyMesh
{
u32 vertexCount;
b3Vec3* vertices;
u32 tetrahedronCount;
b3SoftBodyMeshTetrahedron* tetrahedrons;
};
struct b3QSoftBodyMesh : public b3SoftBodyMesh
{
b3QSoftBodyMesh();
~b3QSoftBodyMesh();
void SetAsSphere(float32 radius, u32 subdivisions);
};
#endif

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@ -0,0 +1,259 @@
/*
* 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_H
#define B3_SOFT_BODY_NODE_H
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/transform.h>
class b3Shape;
class b3SoftBody;
class b3SoftBodyNode;
// A contact between a node and a body
class b3NodeBodyContact
{
public:
b3NodeBodyContact() { }
~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 nA = c->normal1;
b3Vec3 cA = xfA * c->localPoint1;
b3Vec3 cB = xfB * c->localPoint2;
b3Vec3 pA = cA + rA * nA;
b3Vec3 pB = cB - rB * nA;
point = 0.5f * (pA + pB);
normal = nA;
separation = b3Dot(cB - cA, nA) - rA - rB;
}
b3Vec3 point;
b3Vec3 normal;
float32 separation;
};
// Static node: Can be moved manually.
// Dynamic node: Non-zero velocity determined by force, can be moved by the solver.
enum b3SoftBodyNodeType
{
e_staticSoftBodyNode,
e_dynamicSoftBodyNode
};
// A soft body node.
class b3SoftBodyNode
{
public:
// Set the node type.
void SetType(b3SoftBodyNodeType type);
// Get the node type.
b3SoftBodyNodeType GetType() const;
// Get the vertex index.
u32 GetVertex() const;
// Set the particle position.
// If the particle is dynamic changing the position directly might lead
// to physically incorrect simulation behaviour.
void SetPosition(const b3Vec3& position);
// Get the particle position.
const b3Vec3& GetPosition() const;
// Set the particle velocity.
void SetVelocity(const b3Vec3& velocity);
// Get the particle velocity.
const b3Vec3& GetVelocity() const;
// Get the particle mass.
float32 GetMass() const;
// Set the particle radius.
void SetRadius(float32 radius);
// Get the particle radius.
float32 GetRadius() const;
// Set the particle coefficient of friction.
void SetFriction(float32 friction);
// Get the particle coefficient of friction.
float32 GetFriction() const;
// Apply a force.
void ApplyForce(const b3Vec3& force);
private:
friend class b3SoftBody;
friend class b3SoftBodySolver;
friend class b3SoftBodyContactSolver;
b3SoftBodyNode() { }
~b3SoftBodyNode() { }
// Type
b3SoftBodyNodeType m_type;
// Position
b3Vec3 m_position;
// Velocity
b3Vec3 m_velocity;
// Applied external force
b3Vec3 m_force;
// Mass
float32 m_mass;
// Inverse mass
float32 m_invMass;
// Radius
float32 m_radius;
// Coefficient of friction
float32 m_friction;
// User data.
void* m_userData;
// Soft body mesh vertex index.
u32 m_vertex;
// Node and body contact
b3NodeBodyContact m_bodyContact;
// Soft body
b3SoftBody* m_body;
};
inline void b3SoftBodyNode::SetType(b3SoftBodyNodeType type)
{
if (m_type == type)
{
return;
}
m_type = type;
m_force.SetZero();
if (type == e_staticSoftBodyNode)
{
m_velocity.SetZero();
}
m_bodyContact.active = false;
}
inline b3SoftBodyNodeType b3SoftBodyNode::GetType() const
{
return m_type;
}
inline u32 b3SoftBodyNode::GetVertex() const
{
return m_vertex;
}
inline void b3SoftBodyNode::SetPosition(const b3Vec3& position)
{
m_position = position;
}
inline const b3Vec3& b3SoftBodyNode::GetPosition() const
{
return m_position;
}
inline void b3SoftBodyNode::SetVelocity(const b3Vec3& velocity)
{
if (m_type == e_staticSoftBodyNode)
{
return;
}
m_velocity = velocity;
}
inline const b3Vec3& b3SoftBodyNode::GetVelocity() const
{
return m_velocity;
}
inline float32 b3SoftBodyNode::GetMass() const
{
return m_mass;
}
inline void b3SoftBodyNode::SetRadius(float32 radius)
{
m_radius = radius;
}
inline float32 b3SoftBodyNode::GetRadius() const
{
return m_radius;
}
inline void b3SoftBodyNode::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b3SoftBodyNode::GetFriction() const
{
return m_friction;
}
inline void b3SoftBodyNode::ApplyForce(const b3Vec3& force)
{
if (m_type != e_dynamicSoftBodyNode)
{
return;
}
m_force += force;
}
#endif

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@ -0,0 +1,56 @@
/*
* 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_SOLVER_H
#define B3_SOFT_BODY_SOLVER_H
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
class b3StackAllocator;
class b3SoftBodyMesh;
class b3SoftBodyNode;
struct b3SoftBodyElement;
class b3NodeBodyContact;
struct b3SoftBodySolverDef
{
b3StackAllocator* stack;
const b3SoftBodyMesh* mesh;
b3SoftBodyNode* nodes;
b3SoftBodyElement* elements;
};
class b3SoftBodySolver
{
public:
b3SoftBodySolver(const b3SoftBodySolverDef& def);
~b3SoftBodySolver();
void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
private:
b3StackAllocator* m_allocator;
const b3SoftBodyMesh* m_mesh;
b3SoftBodyNode* m_nodes;
b3SoftBodyElement* m_elements;
};
#endif

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@ -0,0 +1,322 @@
/*
* 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_SPARSE_MAT_33_H
#define B3_SPARSE_MAT_33_H
#include <bounce/common/math/mat33.h>
#include <bounce/cloth/diag_mat33.h>
#include <bounce/cloth/dense_vec3.h>
#include <bounce/cloth/sparse_sym_mat33.h>
// A sparse matrix.
// Each row is a list of non-zero elements in the row.
struct b3SparseMat33
{
//
b3SparseMat33();
//
b3SparseMat33(u32 m);
//
b3SparseMat33(const b3SparseMat33& _m);
//
~b3SparseMat33();
//
b3SparseMat33& operator=(const b3SparseMat33& _m);
//
void Copy(const b3SparseMat33& _m);
//
void Destroy();
//
b3Mat33& operator()(u32 i, u32 j);
//
const b3Mat33& operator()(u32 i, u32 j) const;
//
void operator+=(const b3SparseMat33& m);
//
void operator-=(const b3SparseMat33& m);
u32 rowCount;
b3RowValueList* rows;
};
inline b3SparseMat33::b3SparseMat33()
{
rowCount = 0;
rows = nullptr;
}
inline b3SparseMat33::b3SparseMat33(u32 m)
{
rowCount = m;
rows = (b3RowValueList*)b3Alloc(rowCount * sizeof(b3RowValueList));
for (u32 i = 0; i < rowCount; ++i)
{
new (rows + i)b3RowValueList();
}
}
inline b3SparseMat33::b3SparseMat33(const b3SparseMat33& m)
{
rowCount = m.rowCount;
rows = (b3RowValueList*)b3Alloc(rowCount * sizeof(b3RowValueList));
for (u32 i = 0; i < rowCount; ++i)
{
new (rows + i)b3RowValueList();
}
Copy(m);
}
inline b3SparseMat33::~b3SparseMat33()
{
Destroy();
}
inline void b3SparseMat33::Destroy()
{
for (u32 i = 0; i < rowCount; ++i)
{
b3RowValueList* vs = rows + i;
b3RowValue* v = vs->head;
while (v)
{
b3RowValue* v0 = v->next;
b3Free(v);
v = v0;
}
vs->~b3RowValueList();
}
b3Free(rows);
}
inline b3SparseMat33& b3SparseMat33::operator=(const b3SparseMat33& _m)
{
if (_m.rows == rows)
{
return *this;
}
Destroy();
rowCount = _m.rowCount;
rows = (b3RowValueList*)b3Alloc(rowCount * sizeof(b3RowValueList));
for (u32 i = 0; i < rowCount; ++i)
{
new (rows + i)b3RowValueList();
}
Copy(_m);
return *this;
}
inline void b3SparseMat33::Copy(const b3SparseMat33& _m)
{
B3_ASSERT(rowCount == _m.rowCount);
for (u32 i = 0; i < rowCount; ++i)
{
b3RowValueList* vs1 = _m.rows + i;
b3RowValueList* vs2 = rows + i;
B3_ASSERT(vs2->count == 0);
for (b3RowValue* v1 = vs1->head; v1; v1 = v1->next)
{
b3RowValue* v2 = (b3RowValue*)b3Alloc(sizeof(b3RowValue));
v2->column = v1->column;
v2->value = v1->value;
vs2->PushFront(v2);
}
}
}
inline const b3Mat33& b3SparseMat33::operator()(u32 i, u32 j) const
{
B3_ASSERT(i < rowCount);
B3_ASSERT(j < rowCount);
b3RowValueList* vs = rows + i;
for (b3RowValue* v = vs->head; v; v = v->next)
{
if (v->column == j)
{
return v->value;
}
}
return b3Mat33_zero;
}
inline b3Mat33& b3SparseMat33::operator()(u32 i, u32 j)
{
B3_ASSERT(i < rowCount);
B3_ASSERT(j < rowCount);
b3RowValueList* vs = rows + i;
for (b3RowValue* v = vs->head; v; v = v->next)
{
if (v->column == j)
{
return v->value;
}
}
b3RowValue* v = (b3RowValue*)b3Alloc(sizeof(b3RowValue));
v->column = j;
v->value.SetZero();
vs->PushFront(v);
return v->value;
}
inline void b3SparseMat33::operator+=(const b3SparseMat33& m)
{
B3_ASSERT(rowCount == m.rowCount);
for (u32 i = 0; i < m.rowCount; ++i)
{
b3RowValueList* mvs = m.rows + i;
for (b3RowValue* v = mvs->head; v; v = v->next)
{
u32 j = v->column;
(*this)(i, j) += v->value;
}
}
}
inline void b3SparseMat33::operator-=(const b3SparseMat33& m)
{
B3_ASSERT(rowCount == m.rowCount);
for (u32 i = 0; i < m.rowCount; ++i)
{
b3RowValueList* mvs = m.rows + i;
for (b3RowValue* v = mvs->head; v; v = v->next)
{
u32 j = v->column;
(*this)(i, j) -= v->value;
}
}
}
inline void b3Add(b3SparseMat33& out, const b3SparseMat33& a, const b3SparseMat33& b)
{
out = a;
out += b;
}
inline void b3Sub(b3SparseMat33& out, const b3SparseMat33& a, const b3SparseMat33& b)
{
out = a;
out -= b;
}
inline void b3Mul(b3DenseVec3& out, const b3SparseMat33& A, const b3DenseVec3& v)
{
B3_ASSERT(A.rowCount == out.n);
out.SetZero();
for (u32 i = 0; i < A.rowCount; ++i)
{
b3RowValueList* vs = A.rows + i;
for (b3RowValue* vA = vs->head; vA; vA = vA->next)
{
u32 j = vA->column;
b3Mat33 a = vA->value;
out[i] += a * v[j];
}
}
}
inline void b3Mul(b3SparseMat33& out, float32 s, const b3SparseMat33& B)
{
B3_ASSERT(out.rowCount == B.rowCount);
if (s == 0.0f)
{
return;
}
out = B;
for (u32 i = 0; i < out.rowCount; ++i)
{
b3RowValueList* vs = out.rows + i;
for (b3RowValue* v = vs->head; v; v = v->next)
{
v->value = s * v->value;
}
}
}
inline b3SparseMat33 operator+(const b3SparseMat33& A, const b3SparseMat33& B)
{
b3SparseMat33 result(A.rowCount);
b3Add(result, A, B);
return result;
}
inline b3SparseMat33 operator-(const b3SparseMat33& A, const b3SparseMat33& B)
{
b3SparseMat33 result(A.rowCount);
b3Sub(result, A, B);
return result;
}
inline b3SparseMat33 operator*(float32 A, const b3SparseMat33& B)
{
b3SparseMat33 result(B.rowCount);
b3Mul(result, A, B);
return result;
}
inline b3DenseVec3 operator*(const b3SparseMat33& A, const b3DenseVec3& v)
{
b3DenseVec3 result(v.n);
b3Mul(result, A, v);
return result;
}
#endif