kinematic cloth
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@ -22,6 +22,7 @@
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#include <bounce/common/math/mat33.h>
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#include <bounce/common/template/array.h>
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// Number of maximum shapes per cloth.
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#define B3_CLOTH_SHAPE_CAPACITY 32
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class b3StackAllocator;
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@ -63,6 +64,8 @@ struct b3SpringClothDef
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float32 kd;
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// Mass radius
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// Typically this is value is small and is intended for correcting visual artifacts when
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// the cloth is colliding against a solid.
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float32 r;
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// Acceleration due to gravity (m/s^2)
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@ -97,10 +100,12 @@ struct b3Spring
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};
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// Static masses have zero mass and velocity, and therefore they can't move.
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// Kinematic masses are't moved by external and internal forces but can be moved by contact forces.
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// Dynamic masses have non-zero mass and can move due to internal and external forces.
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enum class b3MassType : u32
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{
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e_staticMass,
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e_kinematicMass,
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e_dynamicMass
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};
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@ -140,6 +145,9 @@ public:
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// Units are m/s^2.
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void SetGravity(const b3Vec3& gravity);
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// Return the number of masses in this cloth.
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u32 GetMassCount() const;
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// Return the gravitational acceleration applied to this cloth.
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const b3Vec3& GetGravity() const;
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@ -152,11 +160,17 @@ public:
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// Set the position of a given point mass.
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// This function will have effect on the position of the point mass
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// after performing a time step.
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void SetPosition(u32 i, const b3Vec3& translation);
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void SetPosition(u32 i, const b3Vec3& position);
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// Return the position of a given point mass.
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const b3Vec3& GetPosition(u32 i) const;
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// Set the velocity of a given point mass.
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void SetVelocity(u32 i, const b3Vec3& velocity);
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// Return the velocity of a given point mass.
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const b3Vec3& GetVelocity(u32 i) const;
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// Apply a force to a given point mass.
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void ApplyForce(u32 i, const b3Vec3& force);
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@ -237,6 +251,11 @@ inline void b3SpringCloth::SetGravity(const b3Vec3& gravity)
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m_gravity = gravity;
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}
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inline u32 b3SpringCloth::GetMassCount() const
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{
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return m_massCount;
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}
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inline b3MassType b3SpringCloth::GetType(u32 i) const
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{
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B3_ASSERT(i < m_massCount);
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@ -246,6 +265,7 @@ inline b3MassType b3SpringCloth::GetType(u32 i) const
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inline void b3SpringCloth::SetType(u32 i, b3MassType type)
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{
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B3_ASSERT(i < m_massCount);
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if (m_types[i] == type)
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{
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return;
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@ -276,6 +296,24 @@ inline const b3Vec3& b3SpringCloth::GetPosition(u32 i) const
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return m_x[i];
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}
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inline void b3SpringCloth::SetVelocity(u32 i, const b3Vec3& velocity)
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{
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B3_ASSERT(i < m_massCount);
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if (m_types[i] == b3MassType::e_staticMass)
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{
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return;
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}
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m_v[i] = velocity;
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}
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inline const b3Vec3& b3SpringCloth::GetVelocity(u32 i) const
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{
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B3_ASSERT(i < m_massCount);
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return m_v[i];
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}
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inline void b3SpringCloth::ApplyForce(u32 i, const b3Vec3& force)
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{
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B3_ASSERT(i < m_massCount);
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@ -400,7 +400,7 @@ void b3SpringCloth::GetTension(b3Array<b3Vec3>& T) const
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for (u32 i = 0; i < T.Count(); ++i)
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{
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if (m_types[i] == b3MassType::e_staticMass)
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if (m_types[i] != b3MassType::e_dynamicMass)
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{
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T[i].SetZero();
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}
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@ -677,11 +677,26 @@ void b3SpringCloth::Draw() const
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for (u32 i = 0; i < m->vertexCount; ++i)
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{
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if (m_types[i] == b3MassType::e_staticMass)
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{
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b3Draw_draw->DrawPoint(m_x[i], 4.0f, b3Color_white);
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}
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if (m_types[i] == b3MassType::e_kinematicMass)
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{
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b3Draw_draw->DrawPoint(m_x[i], 4.0f, b3Color_blue);
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}
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if (m_types[i] == b3MassType::e_dynamicMass)
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{
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b3Draw_draw->DrawPoint(m_x[i], 4.0f, b3Color_green);
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}
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b3MassContact* c = m_contacts + i;
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if (c->lockN)
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{
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b3Draw_draw->DrawPoint(m_x[i], 6.0f, b3Color_green);
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b3Draw_draw->DrawPoint(m_x[i], 6.0f, b3Color_yellow);
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b3Draw_draw->DrawSegment(m_x[i], m_x[i] + c->n, b3Color_yellow);
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@ -103,8 +103,11 @@ void b3SpringSolver::Solve(b3DenseVec3& f)
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// Update state
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for (u32 i = 0; i < m_massCount; ++i)
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{
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if (m_types[i] == b3MassType::e_dynamicMass)
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{
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m_v[i] += x[i];
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}
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// dx = h * (v0 + dv) + y = h * v1 + y
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m_x[i] += m_h * m_v[i] + m_y[i];
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@ -365,54 +368,44 @@ void b3SpringSolver::Compute_S(b3Mat33* out)
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{
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for (u32 i = 0; i < m_massCount; ++i)
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{
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switch (m_types[i])
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{
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case b3MassType::e_staticMass:
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out[i].SetIdentity();
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if (m_types[i] == b3MassType::e_staticMass)
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{
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out[i].SetZero();
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break;
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continue;
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}
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case b3MassType::e_dynamicMass:
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b3MassContact* c = m_contacts + i;
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if (c->lockN == true)
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{
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if (m_contacts[i].lockN == true)
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{
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b3Vec3 n = m_contacts[i].n;
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b3Vec3 n = c->n;
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b3Mat33 S = b3Mat33_identity - b3Outer(n, n);
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if (m_contacts[i].lockT1 == true && m_contacts[i].lockT2 == true)
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if (c->lockT1 == true && c->lockT2 == true)
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{
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S.SetZero();
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}
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else
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{
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if (m_contacts[i].lockT1 == true)
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if (c->lockT1 == true)
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{
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b3Vec3 t1 = m_contacts[i].t1;
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b3Vec3 t1 = c->t1;
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S -= b3Outer(t1, t1);
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}
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if (m_contacts[i].lockT2 == true)
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if (c->lockT2 == true)
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{
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b3Vec3 t2 = m_contacts[i].t2;
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b3Vec3 t2 = c->t2;
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S -= b3Outer(t2, t2);
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}
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}
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out[i] = S;
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break;
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}
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out[i].SetIdentity();
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break;
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}
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default:
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{
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B3_ASSERT(false);
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break;
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}
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}
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}
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}
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