Add b3GridClothMesh. Set particle friction to global cloth friction. Update the tests. Also simplified some code.

This commit is contained in:
Irlan
2019-06-21 10:58:04 -03:00
parent 66ec7309e5
commit 7c1a72c572
11 changed files with 161 additions and 132 deletions

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@ -64,6 +64,7 @@
#include <bounce/rope/rope.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/grid_cloth_mesh.h>
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>

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@ -0,0 +1,96 @@
/*
* 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_GRID_CLOTH_MESH_H
#define B3_GRID_CLOTH_MESH_H
#include <bounce/cloth/cloth_mesh.h>
// A (H + 1) x (W + 1) grid mesh stored in row-major order.
// v(i, j) = i + (W + 1) + j
template<u32 W = 1, u32 H = 1>
struct b3GridClothMesh : public b3ClothMesh
{
b3Vec3 gridVertices[(H + 1) * (W + 1)];
b3ClothMeshTriangle gridTriangles[2 * H * W];
b3ClothMeshMesh gridMesh;
// Set this grid to a W (width) per H (height) dimensioned grid centered at the origin and aligned
// with the world x-z axes.
b3GridClothMesh()
{
vertexCount = 0;
for (u32 i = 0; i <= H; ++i)
{
for (u32 j = 0; j <= W; ++j)
{
gridVertices[vertexCount++].Set(float32(j), 0.0f, float32(i));
}
}
B3_ASSERT(vertexCount == (W + 1) * (H + 1));
b3Vec3 translation;
translation.x = -0.5f * float32(W);
translation.y = 0.0f;
translation.z = -0.5f * float32(H);
for (u32 i = 0; i < vertexCount; ++i)
{
gridVertices[i] += translation;
}
triangleCount = 0;
for (u32 i = 0; i < H; ++i)
{
for (u32 j = 0; j < W; ++j)
{
u32 v1 = i * (W + 1) + j;
u32 v2 = (i + 1) * (W + 1) + j;
u32 v3 = (i + 1) * (W + 1) + (j + 1);
u32 v4 = i * (W + 1) + (j + 1);
b3ClothMeshTriangle* t1 = gridTriangles + triangleCount++;
t1->v1 = v3;
t1->v2 = v2;
t1->v3 = v1;
b3ClothMeshTriangle* t2 = gridTriangles + triangleCount++;
t2->v1 = v1;
t2->v2 = v4;
t2->v3 = v3;
}
}
B3_ASSERT(triangleCount == 2 * H * W);
gridMesh.startTriangle = 0;
gridMesh.triangleCount = triangleCount;
gridMesh.startVertex = 0;
gridMesh.vertexCount = vertexCount;
vertices = gridVertices;
triangles = gridTriangles;
meshCount = 1;
meshes = &gridMesh;
sewingLineCount = 0;
sewingLines = nullptr;
}
};
#endif

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@ -22,6 +22,7 @@
#include <bounce/collision/shapes/mesh.h>
// A (H + 1) x (W + 1) grid mesh stored in row-major order.
// v(i, j) = i * (W + 1) + j
template<u32 H = 1, u32 W = 1>
struct b3GridMesh : public b3Mesh
{
@ -32,61 +33,53 @@ struct b3GridMesh : public b3Mesh
// with the world x-z axes.
b3GridMesh()
{
u32 h = H + 1;
u32 w = W + 1;
b3Vec3 t;
t.x = -0.5f * float32(w) + 0.5f;
t.y = 0.0f;
t.z = -0.5f * float32(h) + 0.5f;
for (u32 i = 0; i < h; ++i)
vertexCount = 0;
for (u32 i = 0; i <= H; ++i)
{
for (u32 j = 0; j < w; ++j)
for (u32 j = 0; j <= W; ++j)
{
u32 v1 = i * w + j;
b3Vec3 v;
v.x = float32(j);
v.y = 0.0f;
v.z = float32(i);
v += t;
gridVertices[v1] = v;
gridVertices[vertexCount++].Set(float32(j), 0.0f, float32(i));
}
}
u32 triangleIndex = 0;
for (u32 i = 0; i < h - 1; ++i)
B3_ASSERT(vertexCount == (H + 1) * (W + 1));
b3Vec3 translation;
translation.x = -0.5f * float32(W);
translation.y = 0.0f;
translation.z = -0.5f * float32(H);
for (u32 i = 0; i < vertexCount; ++i)
{
for (u32 j = 0; j < w - 1; ++j)
gridVertices[i] += translation;
}
triangleCount = 0;
for (u32 i = 0; i < H; ++i)
{
for (u32 j = 0; j < W; ++j)
{
u32 v1 = i * w + j;
u32 v2 = (i + 1) * w + j;
u32 v3 = (i + 1) * w + (j + 1);
u32 v4 = i * w + (j + 1);
b3Triangle* t1 = gridTriangles + triangleIndex;
++triangleIndex;
u32 v1 = i * (W + 1) + j;
u32 v2 = (i + 1) * (W + 1) + j;
u32 v3 = (i + 1) * (W + 1) + (j + 1);
u32 v4 = i * (W + 1) + (j + 1);
b3Triangle* t1 = gridTriangles + triangleCount++;
t1->v1 = v3;
t1->v2 = v2;
t1->v3 = v1;
b3Triangle* t2 = gridTriangles + triangleIndex;
++triangleIndex;
b3Triangle* t2 = gridTriangles + triangleCount++;
t2->v1 = v1;
t2->v2 = v4;
t2->v3 = v3;
}
}
B3_ASSERT(triangleCount == 2 * H * W);
vertices = gridVertices;
vertexCount = (H + 1) * (W + 1);
triangles = gridTriangles;
triangleCount = 2 * H * W;
}
};

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@ -36,7 +36,7 @@ struct b3BlockSoftBodyMesh : public b3SoftBodyMesh
{
for (u32 z = 0; z <= D; ++z)
{
blockVertices[vertexCount++].Set(x, y, z);
blockVertices[vertexCount++].Set(float32(x), float32(y), float32(z));
}
}
}

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@ -141,7 +141,7 @@ public:
// Debug draw the body using the associated mesh.
void Draw() const;
private:
friend class b3SoftBodyNode;
friend struct b3SoftBodyNode;
friend class b3SoftBodySolver;
friend class b3SoftBodyForceSolver;