preparation
This commit is contained in:
parent
261c5fc044
commit
7060f513ad
@ -41,6 +41,7 @@ public:
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b3ClothDef def;
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def.mesh = &m_rectangleClothMesh;
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def.density = 0.2f;
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def.bending = 10000.0f;
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def.structural = 10000.0f;
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def.damping = 0.0f;
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158
include/bounce/dynamics/cloth/bend_force.h
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158
include/bounce/dynamics/cloth/bend_force.h
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@ -0,0 +1,158 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_BEND_FORCE_H
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#define B3_BEND_FORCE_H
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#include <bounce/dynamics/cloth/force.h>
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struct b3BendForceDef : public b3ForceDef
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{
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b3BendForceDef()
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{
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type = e_bendForce;
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p1 = nullptr;
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p2 = nullptr;
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p3 = nullptr;
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p4 = nullptr;
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restDistance = 0.0f;
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restAngle = 0.0f;
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structural = 0.0f;
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damping = 0.0f;
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}
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//
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void Initialize(b3Particle* particle1, b3Particle* particle2, b3Particle* particle3, b3Particle* particle4,
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float32 structuralStiffness, float32 dampingStiffness);
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// Particle 1
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b3Particle* p1;
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// Particle 2
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b3Particle* p2;
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// Particle 3
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b3Particle* p3;
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// Particle 4
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b3Particle* p4;
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// Rest distance
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float32 restDistance;
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// Rest angle
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float32 restAngle;
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// Structural stiffness
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float32 structural;
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// Damping stiffness
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float32 damping;
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};
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//
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class b3BendForce : public b3Force
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{
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public:
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b3Particle* GetParticle1();
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b3Particle* GetParticle2();
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b3Particle* GetParticle3();
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b3Particle* GetParticle4();
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float32 GetRestDistance() const;
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float32 GetRestAngle() const;
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float32 GetStructuralStiffness() const;
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float32 GetDampingStiffness() const;
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private:
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friend class b3Force;
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friend class b3Cloth;
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b3BendForce(const b3BendForceDef* def);
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~b3BendForce();
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void Apply(const b3ClothSolverData* data);
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// Solver shared
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// Particle 1
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b3Particle* m_p1;
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// Particle 2
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b3Particle* m_p2;
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// Particle 3
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b3Particle* m_p3;
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// Particle 4
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b3Particle* m_p4;
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// Rest distance
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float32 m_L0;
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// Rest angle
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float32 m_angle0;
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// Structural stiffness
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float32 m_ks;
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// Structural stiffness
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float32 m_kd;
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};
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inline b3Particle* b3BendForce::GetParticle1()
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{
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return m_p1;
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}
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inline b3Particle* b3BendForce::GetParticle2()
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{
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return m_p2;
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}
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inline b3Particle* b3BendForce::GetParticle3()
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{
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return m_p3;
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}
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inline b3Particle* b3BendForce::GetParticle4()
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{
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return m_p4;
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}
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inline float32 b3BendForce::GetRestAngle() const
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{
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return m_angle0;
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}
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inline float32 b3BendForce::GetStructuralStiffness() const
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{
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return m_ks;
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}
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inline float32 b3BendForce::GetDampingStiffness() const
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{
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return m_kd;
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}
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#endif
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@ -31,6 +31,7 @@ enum b3ForceType
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{
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e_frictionForce,
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e_springForce,
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e_bendForce,
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};
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struct b3ForceDef
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@ -143,6 +143,7 @@ private:
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friend class b3ClothSolver;
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friend class b3Force;
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friend class b3SpringForce;
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friend class b3BendForce;
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friend class b3FrictionForce;
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b3Particle(const b3ParticleDef& def, b3Cloth* cloth);
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128
src/bounce/dynamics/cloth/bend_force.cpp
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128
src/bounce/dynamics/cloth/bend_force.cpp
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@ -0,0 +1,128 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <bounce/dynamics/cloth/bend_force.h>
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#include <bounce/dynamics/cloth/particle.h>
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#include <bounce/dynamics/cloth/cloth_solver.h>
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#include <bounce/dynamics/cloth/dense_vec3.h>
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#include <bounce/dynamics/cloth/sparse_sym_mat33.h>
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void b3BendForceDef::Initialize(b3Particle* particle1, b3Particle* particle2, b3Particle* particle3, b3Particle* particle4, float32 structuralStiffness, float32 dampingStiffness)
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{
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type = e_bendForce;
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p1 = particle1;
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p2 = particle2;
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p3 = particle3;
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p4 = particle4;
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b3Vec3 x1 = p1->GetPosition();
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b3Vec3 x2 = p2->GetPosition();
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b3Vec3 x3 = p3->GetPosition();
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b3Vec3 x4 = p4->GetPosition();
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restDistance = b3Distance(x2, x3);
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structural = structuralStiffness;
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damping = dampingStiffness;
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}
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b3BendForce::b3BendForce(const b3BendForceDef* def)
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{
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m_type = e_bendForce;
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m_p1 = def->p1;
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m_p2 = def->p2;
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m_p3 = def->p3;
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m_p4 = def->p4;
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m_L0 = def->restDistance;
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m_angle0 = def->restAngle;
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m_ks = def->structural;
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m_kd = def->damping;
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}
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b3BendForce::~b3BendForce()
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{
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}
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void b3BendForce::Apply(const b3ClothSolverData* data)
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{
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b3DenseVec3& x = *data->x;
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b3DenseVec3& v = *data->v;
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b3DenseVec3& f = *data->f;
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b3SparseSymMat33& dfdx = *data->dfdx;
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b3SparseSymMat33& dfdv = *data->dfdv;
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u32 i1 = m_p2->m_solverId;
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u32 i2 = m_p3->m_solverId;
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b3Vec3 x1 = x[i1];
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b3Vec3 v1 = v[i1];
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b3Vec3 x2 = x[i2];
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b3Vec3 v2 = v[i2];
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b3Mat33 I; I.SetIdentity();
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b3Vec3 ef; ef.SetZero();
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if (m_ks > 0.0f)
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{
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b3Vec3 dx = x1 - x2;
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float32 L = b3Length(dx);
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if (L >= m_L0)
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{
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// Apply tension
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b3Vec3 n = dx / L;
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ef += -m_ks * (L - m_L0) * n;
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// Jacobian
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b3Mat33 Jx11 = -m_ks * (b3Outer(dx, dx) + (1.0f - m_L0 / L) * (I - b3Outer(dx, dx)));
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b3Mat33 Jx12 = -Jx11;
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//b3Mat33 Jx21 = Jx12;
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b3Mat33 Jx22 = Jx11;
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dfdx(i1, i1) += Jx11;
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dfdx(i1, i2) += Jx12;
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//dfdx(i2, i1) += Jx21;
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dfdx(i2, i2) += Jx22;
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}
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}
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if (m_kd > 0.0f)
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{
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// Apply damping
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b3Vec3 dv = v1 - v2;
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ef += -m_kd * dv;
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b3Mat33 Jv11 = -m_kd * I;
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b3Mat33 Jv12 = -Jv11;
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//b3Mat33 Jv21 = Jv12;
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b3Mat33 Jv22 = Jv11;
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dfdv(i1, i1) += Jv11;
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dfdv(i1, i2) += Jv12;
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//dfdv(i2, i1) += Jv21;
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dfdv(i2, i2) += Jv22;
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}
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f[i1] += ef;
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f[i2] -= ef;
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}
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#include <bounce/dynamics/cloth/particle.h>
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#include <bounce/dynamics/cloth/force.h>
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#include <bounce/dynamics/cloth/spring_force.h>
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#include <bounce/dynamics/cloth/bend_force.h>
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#include <bounce/dynamics/cloth/cloth_solver.h>
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#include <bounce/dynamics/world.h>
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#include <bounce/dynamics/world_listeners.h>
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@ -30,10 +31,6 @@
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#include <bounce/common/memory/stack_allocator.h>
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#include <bounce/common/draw.h>
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#define B3_FORCE_THRESHOLD 0.005f
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#define B3_CLOTH_BENDING 0
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static B3_FORCE_INLINE u32 b3NextIndex(u32 i)
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{
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return i + 1 < 3 ? i + 1 : 0;
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@ -204,24 +201,22 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
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CreateForce(fd);
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}
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#if B3_CLOTH_BENDING
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// Bending
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for (u32 i = 0; i < sharedCount; ++i)
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{
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b3SharedEdge* e = sharedEdges + i;
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b3Particle* p1 = m->particles[e->nsv1];
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b3Particle* p2 = m->particles[e->nsv2];
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b3Particle* p1 = m->particles[e->v1];
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b3Particle* p2 = m->particles[e->v2];
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b3Particle* p3 = m->particles[e->nsv1];
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b3Particle* p4 = m->particles[e->nsv2];
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b3SpringForceDef fd;
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fd.Initialize(p1, p2, def.bending, def.damping);
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b3BendForceDef fd;
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fd.Initialize(p1, p2, p3, p4, def.bending, def.damping);
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CreateForce(fd);
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}
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#endif
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allocator->Free(sharedEdges);
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allocator->Free(uniqueEdges);
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@ -579,7 +574,7 @@ void b3Cloth::UpdateContacts()
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// The contact persists
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// Has the contact constraint been satisfied?
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if (c0.Fn <= -B3_FORCE_THRESHOLD)
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if (c0.Fn <= 0.0f)
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{
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// Contact force is attractive.
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@ -18,6 +18,7 @@
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#include <bounce/dynamics/cloth/force.h>
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#include <bounce/dynamics/cloth/spring_force.h>
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#include <bounce/dynamics/cloth/bend_force.h>
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b3Force* b3Force::Create(const b3ForceDef* def)
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{
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@ -30,6 +31,12 @@ b3Force* b3Force::Create(const b3ForceDef* def)
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force = new (block) b3SpringForce((b3SpringForceDef*)def);
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break;
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}
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case e_bendForce:
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{
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void* block = b3Alloc(sizeof(b3BendForce));
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force = new (block) b3BendForce((b3BendForceDef*)def);
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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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@ -53,6 +60,13 @@ void b3Force::Destroy(b3Force* force)
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b3Free(force);
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break;
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}
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case e_bendForce:
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{
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b3BendForce* o = (b3BendForce*)force;
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o->~b3BendForce();
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b3Free(force);
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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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