add MCG without Jacobi preconditioning, delegate cloth solver to another class, ignore positive separation, improve contact handling, support different shapes
Specially, see b3SpringSolver.cpp for details.
This commit is contained in:
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3e55b28956
commit
a21d46ac64
@ -20,13 +20,14 @@
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#define B3_SPRING_CLOTH_H
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#include <bounce/common/math/mat33.h>
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#include <bounce/collision/shapes/sphere.h>
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#define B3_CLOTH_SPHERE_CAPACITY 32
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#define B3_CLOTH_SHAPE_CAPACITY 32
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class b3StackAllocator;
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class b3Draw;
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class b3Shape;
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struct b3Mesh;
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struct b3SpringClothDef
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@ -94,13 +95,13 @@ enum b3MassType
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e_dynamicMass
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};
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// This structure represents an acceleration constraint.
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struct b3MassCollision
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//
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struct b3MassContact
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{
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b3Vec3 n, t1, t2;
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float32 Fn, Ft1, Ft2;
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u32 j;
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float32 s;
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b3Vec3 n;
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bool active;
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bool lockOnSurface, slideOnSurface;
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};
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// Time step statistics
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@ -136,7 +137,13 @@ public:
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b3MassType GetType(u32 i) const;
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//
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b3Sphere* CreateSphere(const b3Vec3& center, float32 radius);
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void AddShape(b3Shape* shape);
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//
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u32 GetShapeCount() const;
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//
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b3Shape** GetShapes();
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//
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const b3SpringClothStep& GetStep() const;
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@ -150,11 +157,16 @@ public:
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//
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void Draw(b3Draw* draw) const;
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protected:
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void UpdateCollisions() const;
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friend class b3SpringSolver;
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// Update contacts.
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// This is where some contacts might be initiated or terminated.
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void UpdateContacts();
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b3StackAllocator* m_allocator;
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b3Mesh* m_mesh;
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float32 m_r;
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b3Vec3 m_gravity;
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@ -163,17 +175,16 @@ protected:
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b3Vec3* m_f;
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float32* m_inv_m;
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b3Vec3* m_y;
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b3MassType* m_massTypes;
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b3MassCollision* m_collisions;
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b3MassType* m_types;
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u32 m_massCount;
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b3MassContact* m_contacts;
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b3Spring* m_springs;
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u32 m_springCount;
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float32 m_r;
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b3Sphere m_spheres[B3_CLOTH_SPHERE_CAPACITY];
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u32 m_sphereCount;
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b3Shape* m_shapes[B3_CLOTH_SHAPE_CAPACITY];
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u32 m_shapeCount;
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b3SpringClothStep m_step;
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};
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@ -191,13 +202,23 @@ inline void b3SpringCloth::SetGravity(const b3Vec3& gravity)
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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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return m_massTypes[i];
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return m_types[i];
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}
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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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m_massTypes[i] = type;
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m_types[i] = type;
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}
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inline u32 b3SpringCloth::GetShapeCount() const
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{
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return m_shapeCount;
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}
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inline b3Shape** b3SpringCloth::GetShapes()
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{
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return m_shapes;
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}
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inline const b3SpringClothStep& b3SpringCloth::GetStep() const
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93
include/bounce/dynamics/cloth/spring_solver.h
Normal file
93
include/bounce/dynamics/cloth/spring_solver.h
Normal file
@ -0,0 +1,93 @@
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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_SPRING_SOLVER_H
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#define B3_SPRING_SOLVER_H
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#include <bounce/common/math/vec3.h>
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#include <bounce/common/math/mat33.h>
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class b3SpringCloth;
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class b3StackAllocator;
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struct b3MassContact;
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struct b3Spring;
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enum b3MassType;
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struct b3SpringSolverDef
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{
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b3SpringCloth* cloth;
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float32 dt;
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};
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class b3SpringSolver
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{
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public:
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b3SpringSolver(const b3SpringSolverDef& def);
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~b3SpringSolver();
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void Solve(b3Vec3* constraintForces);
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u32 GetIterations() const;
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private:
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// Apply internal forces and store their unique derivatives.
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void InitializeSpringForces();
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// Initialize b, from Ax = b
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void Compute_b(b3Vec3* b) const;
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// Solve Ax = b using the Modified Conjugate Gradient (MCG).
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// Output x and the residual error f.
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void Solve_MCG(b3Vec3* x, b3Vec3* f, u32& iterations, const b3Vec3* b) const;
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// Solve Ax = b using MCG with Jacobi preconditioning.
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// Output x and the residual error f.
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// This method is slower than MCG because we have to compute the preconditioning
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// matrix P, but it can improve convergence.
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void Solve_MPCG(b3Vec3* x, b3Vec3* f, u32& iterations, const b3Vec3* b) const;
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b3SpringCloth * m_cloth;
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float32 m_h;
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b3Mat33* m_Jx;
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b3Mat33* m_Jv;
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u32 m_iterations;
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b3StackAllocator* m_allocator;
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b3Vec3* m_x;
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b3Vec3* m_v;
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b3Vec3* m_f;
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float32* m_inv_m;
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b3Vec3* m_y;
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b3MassType* m_types;
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u32 m_massCount;
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b3MassContact* m_contacts;
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b3Spring* m_springs;
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u32 m_springCount;
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};
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inline u32 b3SpringSolver::GetIterations() const
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{
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return m_iterations;
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}
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#endif
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@ -17,11 +17,12 @@
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*/
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#include <bounce/dynamics/cloth/spring_cloth.h>
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#include <bounce/dynamics/cloth/spring_solver.h>
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#include <bounce/dynamics/shapes/shape.h>
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#include <bounce/collision/shapes/mesh.h>
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#include <bounce/common/memory/stack_allocator.h>
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// Here, we solve Ax = b using the Modified Conjugate Gradient method.
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// This work is based on the paper "Large Steps in Cloth Simulation - David Baraff, Andrew Witkin".
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#define B3_FORCE_THRESHOLD (0.1f)
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b3SpringCloth::b3SpringCloth()
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{
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@ -36,16 +37,16 @@ b3SpringCloth::b3SpringCloth()
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m_f = nullptr;
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m_y = nullptr;
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m_inv_m = nullptr;
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m_massTypes = nullptr;
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m_collisions = nullptr;
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m_types = nullptr;
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m_contacts = nullptr;
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m_massCount = 0;
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m_springs = nullptr;
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m_springCount = 0;
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m_springCount = 0;
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m_r = 0.0f;
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m_sphereCount = 0;
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m_shapeCount = 0;
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m_step.iterations = 0;
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}
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@ -57,8 +58,8 @@ b3SpringCloth::~b3SpringCloth()
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b3Free(m_f);
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b3Free(m_inv_m);
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b3Free(m_y);
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b3Free(m_massTypes);
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b3Free(m_collisions);
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b3Free(m_types);
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b3Free(m_contacts);
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b3Free(m_springs);
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}
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@ -72,7 +73,7 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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m_gravity = def.gravity;
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m_r = def.r;
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const b3Mesh* m = m_mesh;
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m_massCount = m->vertexCount;
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@ -81,18 +82,23 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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m_f = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
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m_inv_m = (float32*)b3Alloc(m_massCount * sizeof(float32));
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m_y = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
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m_massTypes = (b3MassType*)b3Alloc(m_massCount * sizeof(b3MassType));
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m_collisions = (b3MassCollision*)b3Alloc(m_massCount * sizeof(b3MassCollision));
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m_types = (b3MassType*)b3Alloc(m_massCount * sizeof(b3MassType));
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m_contacts = (b3MassContact*)b3Alloc(m_massCount * sizeof(b3MassContact));
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for (u32 i = 0; i < m->vertexCount; ++i)
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{
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m_collisions[i].active = false;
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m_contacts[i].Fn = 0.0f;
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m_contacts[i].Ft1 = 0.0f;
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m_contacts[i].Ft2 = 0.0f;
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m_contacts[i].lockOnSurface = false;
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m_contacts[i].slideOnSurface = false;
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m_x[i] = m->vertices[i];
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m_v[i].SetZero();
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m_f[i].SetZero();
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m_inv_m[i] = 0.0f;
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m_y[i].SetZero();
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m_massTypes[i] = e_staticMass;
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m_types[i] = e_staticMass;
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}
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// Initialize mass
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@ -113,25 +119,25 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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m_inv_m[t->v2] += inv3 * mass;
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m_inv_m[t->v3] += inv3 * mass;
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}
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// Invert
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for (u32 i = 0; i < m_massCount; ++i)
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{
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if (m_inv_m[i] > 0.0f)
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{
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m_inv_m[i] = 1.0f / m_inv_m[i];
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m_massTypes[i] = e_dynamicMass;
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m_types[i] = e_dynamicMass;
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}
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}
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// Initialize springs
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m_springs = (b3Spring*)b3Alloc(3 * m->triangleCount * sizeof(b3Spring));
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// Streching
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for (u32 i = 0; i < m->triangleCount; ++i)
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{
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b3Triangle* t = m->triangles + i;
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u32 is[3] = { t->v1, t->v2, t->v3 };
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for (u32 j = 0; j < 3; ++j)
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{
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@ -168,624 +174,185 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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}
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}
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b3Sphere* b3SpringCloth::CreateSphere(const b3Vec3& center, float32 radius)
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void b3SpringCloth::AddShape(b3Shape* shape)
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{
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B3_ASSERT(m_sphereCount < B3_CLOTH_SPHERE_CAPACITY);
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if (m_sphereCount == B3_CLOTH_SPHERE_CAPACITY)
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{
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return nullptr;
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}
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B3_ASSERT(m_shapeCount < B3_CLOTH_SHAPE_CAPACITY);
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b3Sphere* sphere = m_spheres + m_sphereCount;
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sphere->vertex = center;
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sphere->radius = radius;
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++m_sphereCount;
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return sphere;
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}
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static B3_FORCE_INLINE void b3Make_z(b3Vec3* out, u32 size,
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const b3MassType* types, const b3MassCollision* collisions)
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{
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for (u32 i = 0; i < size; ++i)
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{
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switch (types[i])
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{
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case e_staticMass:
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{
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out[i].SetZero();
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break;
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}
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case e_dynamicMass:
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{
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if (collisions[i].active)
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{
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out[i].SetZero();
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break;
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}
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out[i].SetZero();
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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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static B3_FORCE_INLINE void b3Filter(b3Vec3* out, const b3Vec3* v, u32 size,
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const b3MassType* types, const b3MassCollision* collisions)
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{
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for (u32 i = 0; i < size; ++i)
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{
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switch (types[i])
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{
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case e_staticMass:
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{
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out[i].SetZero();
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break;
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}
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case e_dynamicMass:
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{
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if (collisions[i].active)
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{
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b3Vec3 n = collisions[i].n;
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b3Mat33 S = b3Mat33_identity - b3Outer(n, n);
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out[i] = S * v[i];
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break;
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}
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out[i] = v[i];
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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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static B3_FORCE_INLINE void b3SetZero(b3Vec3* out, u32 size)
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{
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for (u32 i = 0; i < size; ++i)
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{
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out[i].SetZero();
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}
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}
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static B3_FORCE_INLINE void b3Copy(b3Vec3* out, const b3Vec3* v, u32 size)
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{
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for (u32 i = 0; i < size; ++i)
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{
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out[i] = v[i];
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}
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}
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static B3_FORCE_INLINE void b3Add(b3Vec3* out, const b3Vec3* a, const b3Vec3* b, u32 size)
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{
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for (u32 i = 0; i < size; ++i)
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{
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out[i] = a[i] + b[i];
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}
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}
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static B3_FORCE_INLINE void b3Sub(b3Vec3* out, const b3Vec3* a, const b3Vec3* b, u32 size)
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{
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for (u32 i = 0; i < size; ++i)
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{
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out[i] = a[i] - b[i];
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}
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}
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static B3_FORCE_INLINE float32 b3Dot(const b3Vec3* a, const b3Vec3* b, u32 size)
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{
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float32 result = 0.0f;
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for (u32 i = 0; i < size; ++i)
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{
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result += b3Dot(a[i], b[i]);
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}
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return result;
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}
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#define B3_INDEX(i, j, size) (i + j * size)
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static B3_FORCE_INLINE void b3SetZero(b3Mat33* out, u32 size)
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{
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for (u32 i = 0; i < size; ++i)
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{
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for (u32 j = 0; j < size; ++j)
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{
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out[B3_INDEX(i, j, size)].SetZero();
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}
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}
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}
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static B3_FORCE_INLINE void b3Mul(b3Vec3* out, const b3Mat33* M, const b3Vec3* v, u32 size)
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{
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for (u32 i = 0; i < size; ++i)
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{
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out[i].SetZero();
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for (u32 j = 0; j < size; ++j)
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{
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out[i] += M[ B3_INDEX(i, j, size) ] * v[j];
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}
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}
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}
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// J = dfdx or dvdx
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static B3_FORCE_INLINE void b3Mul_Jacobian(b3Vec3* out, const b3Vec3* v, u32 mass_size,
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const b3Mat33* J_ii, const b3Spring* springs, u32 spring_size)
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{
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b3SetZero(out, mass_size);
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for (u32 i = 0; i < spring_size; ++i)
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{
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const b3Spring* S = springs + i;
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u32 i1 = S->i1;
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u32 i2 = S->i2;
|
||||
|
||||
b3Mat33 J_11 = J_ii[i];
|
||||
b3Mat33 J_12 = -J_11;
|
||||
b3Mat33 J_21 = J_12;
|
||||
b3Mat33 J_22 = J_11;
|
||||
|
||||
out[i1] += J_11 * v[i1] + J_12 * v[i2];
|
||||
out[i2] += J_21 * v[i1] + J_22 * v[i2];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero_Jacobian(b3Mat33* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
// A * v = (M - h * dfdv - h * h * dfdx) * v = M * v + (-h * dfdv * v) + (-h * h * dfdx * v)
|
||||
static B3_FORCE_INLINE void b3Mul_A(b3Vec3* out, const b3Vec3* v, u32 mass_size,
|
||||
b3StackAllocator* allocator,
|
||||
const float32* inv_m, float32 h, const b3Mat33* Jx, const b3Mat33* Jv, const b3Spring* springs, u32 spring_size)
|
||||
{
|
||||
// v1 = M * v
|
||||
b3Vec3* v1 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
float32 m = inv_m[i] != 0.0f ? 1.0f / inv_m[i] : 0.0f;
|
||||
v1[i] = m * v[i];
|
||||
}
|
||||
|
||||
// v2 = (-h * dfdv * v)
|
||||
b3Vec3* v2 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(v2, v, mass_size, Jv, springs, spring_size);
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
v2[i] *= -h;
|
||||
}
|
||||
|
||||
// v3 = (-h * h * dfdx * v)
|
||||
b3Vec3* v3 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(v3, v, mass_size, Jx, springs, spring_size);
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
v3[i] *= -h * h;
|
||||
}
|
||||
|
||||
// v = v1 + v2 + v3
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
out[i] = v1[i] + v2[i] + v3[i];
|
||||
}
|
||||
|
||||
allocator->Free(v3);
|
||||
allocator->Free(v2);
|
||||
allocator->Free(v1);
|
||||
}
|
||||
|
||||
void b3SpringCloth::UpdateCollisions() const
|
||||
{
|
||||
// Compute cloth-solid collision position alteration
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
// Clear flag
|
||||
m_collisions[i].active = false;
|
||||
|
||||
b3Vec3 c1 = m_x[i];
|
||||
float32 r1 = m_r;
|
||||
|
||||
// Only solve the deepest penetrations
|
||||
float32 bestSeparation = B3_MAX_FLOAT;
|
||||
u32 bestIndex = ~0;
|
||||
|
||||
for (u32 j = 0; j < m_sphereCount; ++j)
|
||||
{
|
||||
const b3Sphere* sphere = m_spheres + j;
|
||||
b3Vec3 c2 = sphere->vertex;
|
||||
float32 r2 = sphere->radius;
|
||||
|
||||
b3Vec3 d = c2 - c1;
|
||||
float32 dd = b3Dot(d, d);
|
||||
float32 totalRadius = r1 + r2;
|
||||
if (dd > totalRadius * totalRadius)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float32 distance = b3Length(d);
|
||||
float32 separation = distance - totalRadius;
|
||||
|
||||
if (separation < bestSeparation)
|
||||
{
|
||||
bestSeparation = separation;
|
||||
bestIndex = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (bestIndex != ~0)
|
||||
{
|
||||
const b3Sphere* sphere = m_spheres + bestIndex;
|
||||
b3Vec3 c2 = sphere->vertex;
|
||||
float32 r2 = sphere->radius;
|
||||
|
||||
float32 totalRadius = r1 + r2;
|
||||
|
||||
b3Vec3 d = c2 - c1;
|
||||
float32 distance = b3Length(d);
|
||||
float32 separation = distance - totalRadius;
|
||||
|
||||
b3Vec3 n(0.0f, 1.0f, 0.0f);
|
||||
if (distance > B3_EPSILON)
|
||||
{
|
||||
n = d / distance;
|
||||
}
|
||||
|
||||
// Avoid large corrections
|
||||
const float32 kMaxCorrection = 0.75f;
|
||||
separation = b3Clamp(separation, -kMaxCorrection, 0.0f);
|
||||
|
||||
b3Vec3 dx1 = separation * n;
|
||||
|
||||
// Add position alteration
|
||||
m_y[i] += dx1;
|
||||
|
||||
m_collisions[i].active = true;
|
||||
m_collisions[i].j = bestIndex;
|
||||
m_collisions[i].s = separation;
|
||||
m_collisions[i].n = n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void b3SpringCloth::Step(float32 h)
|
||||
{
|
||||
if (h == 0.0f)
|
||||
if (m_shapeCount == B3_CLOTH_SHAPE_CAPACITY)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Detect and store collisions
|
||||
UpdateCollisions();
|
||||
m_shapes[m_shapeCount++] = shape;
|
||||
}
|
||||
|
||||
u32 size = m_massCount;
|
||||
b3MassType* types = m_massTypes;
|
||||
u32 spring_size = m_springCount;
|
||||
|
||||
// Add gravity
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
static B3_FORCE_INLINE void b3MakeTangents(b3Vec3& t1, b3Vec3& t2, const b3Vec3& dv, const b3Vec3& n)
|
||||
{
|
||||
t1 = dv - b3Dot(dv, n) * n;
|
||||
if (b3Dot(t1, t1) > B3_EPSILON * B3_EPSILON)
|
||||
{
|
||||
if (types[i] == e_dynamicMass)
|
||||
t1.Normalize();
|
||||
t2 = b3Cross(t1, n);
|
||||
}
|
||||
else
|
||||
{
|
||||
t1 = b3Perp(n);
|
||||
t2 = b3Cross(t1, n);
|
||||
}
|
||||
}
|
||||
|
||||
void b3SpringCloth::UpdateContacts()
|
||||
{
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
b3MassContact* c = m_contacts + i;
|
||||
|
||||
bool wasLocked = c->lockOnSurface;
|
||||
bool wasSliding = c->slideOnSurface;
|
||||
|
||||
b3Sphere s1;
|
||||
s1.vertex = m_x[i];
|
||||
s1.radius = m_r;
|
||||
|
||||
// Solve the deepest penetration
|
||||
float32 bestSeparation = 0.0f;
|
||||
b3Vec3 bestNormal(0.0f, 0.0f, 0.0f);
|
||||
u32 bestIndex = ~0;
|
||||
|
||||
for (u32 j = 0; j < m_shapeCount; ++j)
|
||||
{
|
||||
b3Shape* shape = m_shapes[j];
|
||||
|
||||
b3Transform xf2;
|
||||
xf2.SetIdentity();
|
||||
|
||||
b3TestSphereOutput output;
|
||||
if (shape->TestSphere(&output, s1, xf2) == false)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (output.separation < bestSeparation)
|
||||
{
|
||||
bestSeparation = output.separation;
|
||||
bestNormal = output.normal;
|
||||
bestIndex = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (bestIndex == ~0)
|
||||
{
|
||||
c->Fn = 0.0f;
|
||||
c->Ft1 = 0.0f;
|
||||
c->Ft2 = 0.0f;
|
||||
c->lockOnSurface = false;
|
||||
c->slideOnSurface = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
B3_ASSERT(bestSeparation <= 0.0f);
|
||||
|
||||
const b3Shape* shape = m_shapes[bestIndex];
|
||||
float32 s = bestSeparation;
|
||||
|
||||
// Ensure the normal points to the shape
|
||||
b3Vec3 n = -bestNormal;
|
||||
|
||||
// Apply position correction
|
||||
b3Vec3 dx = s * n;
|
||||
|
||||
m_y[i] += dx;
|
||||
|
||||
// Update contact state
|
||||
if (wasLocked)
|
||||
{
|
||||
// Was the contact force attractive?
|
||||
if (c->Fn > -B3_FORCE_THRESHOLD)
|
||||
{
|
||||
// Terminate the contact.
|
||||
c->lockOnSurface = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Since the contact force was repulsive
|
||||
// maintain the acceleration constraint.
|
||||
c->n = n;
|
||||
c->j = bestIndex;
|
||||
c->lockOnSurface = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// The contact has began.
|
||||
c->n = n;
|
||||
c->Fn = 0.0f;
|
||||
c->Ft1 = 0.0f;
|
||||
c->Ft2 = 0.0f;
|
||||
c->j = bestIndex;
|
||||
c->lockOnSurface = true;
|
||||
|
||||
// Relative velocity
|
||||
b3Vec3 dv = m_v[i];
|
||||
|
||||
b3MakeTangents(c->t1, c->t2, dv, n);
|
||||
c->slideOnSurface = false;
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void b3SpringCloth::Step(float32 dt)
|
||||
{
|
||||
if (dt == 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Update contacts
|
||||
UpdateContacts();
|
||||
|
||||
// Apply gravity
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
if (m_types[i] == e_dynamicMass)
|
||||
{
|
||||
m_f[i] += m_gravity;
|
||||
}
|
||||
}
|
||||
|
||||
// Compute non-zero Jacobians Jx, Jv
|
||||
b3Mat33* Jx = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
b3SetZero_Jacobian(Jx, spring_size);
|
||||
// Solve springs, constraints, and integrate
|
||||
b3SpringSolverDef solverDef;
|
||||
solverDef.cloth = this;
|
||||
solverDef.dt = dt;
|
||||
|
||||
b3Mat33* Jv = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
b3SetZero_Jacobian(Jv, spring_size);
|
||||
b3SpringSolver solver(solverDef);
|
||||
|
||||
// Compute forces and Jacobians
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
{
|
||||
b3Spring* S = m_springs + i;
|
||||
// Constraint forces that are required to satisfy the constraints
|
||||
b3Vec3* forces = (b3Vec3*)m_allocator->Allocate(m_massCount * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3 x1 = m_x[S->i1];
|
||||
b3Vec3 v1 = m_v[S->i1];
|
||||
solver.Solve(forces);
|
||||
|
||||
b3Vec3 x2 = m_x[S->i2];
|
||||
b3Vec3 v2 = m_v[S->i2];
|
||||
|
||||
// Strech
|
||||
b3Vec3 dx = x2 - x1;
|
||||
float32 L = b3Length(dx);
|
||||
b3Vec3 n = dx;
|
||||
if (L > 0.0f)
|
||||
{
|
||||
n /= L;
|
||||
}
|
||||
|
||||
float32 C = L - S->L0;
|
||||
|
||||
// Compute streching forces
|
||||
b3Vec3 sf1 = -S->ks * C * -n;
|
||||
b3Vec3 sf2 = -sf1;
|
||||
|
||||
m_f[S->i1] += sf1;
|
||||
m_f[S->i2] += sf2;
|
||||
|
||||
// Compute damping forces
|
||||
b3Vec3 dv = v2 - v1;
|
||||
|
||||
b3Vec3 df1 = -S->kd * -dv;
|
||||
b3Vec3 df2 = -df1;
|
||||
|
||||
m_f[S->i1] += df1;
|
||||
m_f[S->i2] += df2;
|
||||
|
||||
b3Mat33 I = b3Mat33_identity;
|
||||
|
||||
// Compute Jx11
|
||||
float32 inv_L = L > 0.0f ? 1.0f / L : 0.0f;
|
||||
|
||||
float32 L2 = L * L;
|
||||
float32 inv_L2 = L2 > 0.0f ? 1.0f / L2 : 0.0f;
|
||||
|
||||
// Hessian
|
||||
// del^2_C / del_x
|
||||
b3Mat33 H_11 = inv_L * I + inv_L2 * b3Outer(dx, -n);
|
||||
|
||||
// del_C / del_x * del_C / del_x^T
|
||||
b3Mat33 JJ_11 = b3Outer(-n, -n);
|
||||
|
||||
b3Mat33 Jx11 = -S->ks * (C * H_11 + JJ_11);
|
||||
Jx[i] = Jx11;
|
||||
|
||||
// Compute Jv11
|
||||
b3Mat33 Jv11 = -S->kd * I;
|
||||
Jv[i] = Jv11;
|
||||
}
|
||||
|
||||
// Solve Ax = b
|
||||
|
||||
// Compute b
|
||||
|
||||
// b = h * (f0 + h * dfdx * v0 + dfdx * y) )
|
||||
b3Vec3* b = (b3Vec3*) m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// Jx_v = dfdx * v
|
||||
b3Vec3* Jx_v = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
// b3Mul(Jx_v, dfdx, v, size);
|
||||
b3Mul_Jacobian(Jx_v, m_v, size, Jx, m_springs, m_springCount);
|
||||
|
||||
// Jx_v0y = dfdx * y
|
||||
b3Vec3* Jx_y = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
// b3Mul(Jx_y, dfdx, y, size);
|
||||
b3Mul_Jacobian(Jx_y, m_y, size, Jx, m_springs, m_springCount);
|
||||
|
||||
// b = h * (f0 + h * Jx_v + Jx_y )
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b[i] = h * (m_f[i] + h * Jx_v[i] + Jx_y[i]);
|
||||
}
|
||||
|
||||
m_allocator->Free(Jx_y);
|
||||
m_allocator->Free(Jx_v);
|
||||
|
||||
// Solve Ax = b
|
||||
b3Vec3* z = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* dv = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* Adv = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* r = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* c = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* q = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* s = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* inv_P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// Compute z
|
||||
b3Make_z(z, size, types, m_collisions);
|
||||
|
||||
// dv = z
|
||||
b3Copy(dv, z, size);
|
||||
|
||||
// Adv = A * dv
|
||||
// b3Mul(Adv, A, dv, size);
|
||||
b3Mul_A(Adv, dv, size, m_allocator, m_inv_m, h, Jx, Jv, m_springs, m_springCount);
|
||||
|
||||
// Compute P, P^-1
|
||||
// We compute A because P = diag(A)^-1
|
||||
// Note this is not necessary, and should be optimized as soon
|
||||
// as possible.
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
b3Mat33* A = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
|
||||
// A = 0
|
||||
b3SetZero(A, size);
|
||||
|
||||
// Compute dfdx, dfdv
|
||||
b3Mat33* dfdx = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3SetZero(dfdx, size);
|
||||
|
||||
b3Mat33* dfdv = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3SetZero(dfdv, size);
|
||||
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
{
|
||||
b3Spring* S = m_springs + i;
|
||||
|
||||
b3Mat33 Jx11 = Jx[i];
|
||||
b3Mat33 Jx12 = -Jx11;
|
||||
b3Mat33 Jx21 = Jx12;
|
||||
b3Mat33 Jx22 = Jx11;
|
||||
|
||||
dfdx[B3_INDEX(S->i1, S->i1, size)] += Jx11;
|
||||
dfdx[B3_INDEX(S->i1, S->i2, size)] += Jx12;
|
||||
dfdx[B3_INDEX(S->i2, S->i1, size)] += Jx21;
|
||||
dfdx[B3_INDEX(S->i2, S->i2, size)] += Jx22;
|
||||
|
||||
b3Mat33 Jv11 = Jv[i];
|
||||
b3Mat33 Jv12 = -Jv11;
|
||||
b3Mat33 Jv21 = Jv12;
|
||||
b3Mat33 Jv22 = Jv11;
|
||||
|
||||
dfdv[B3_INDEX(S->i1, S->i1, size)] += Jv11;
|
||||
dfdv[B3_INDEX(S->i1, S->i2, size)] += Jv12;
|
||||
dfdv[B3_INDEX(S->i2, S->i1, size)] += Jv21;
|
||||
dfdv[B3_INDEX(S->i2, S->i2, size)] += Jv22;
|
||||
}
|
||||
|
||||
// A += M
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
float32 m = 1.0f / m_inv_m[i];
|
||||
|
||||
A[B3_INDEX(i, i, size)] += b3Diagonal(m);
|
||||
}
|
||||
|
||||
// A += - h * dfdv - h * h * dfdx
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
A[B3_INDEX(i, j, size)] += (-h * dfdv[B3_INDEX(i, j, size)]) + (-h * h * dfdx[B3_INDEX(i, j, size)]);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b3Mat33 D = A[B3_INDEX(i, i, size)];
|
||||
|
||||
B3_ASSERT(D[0][0] != 0.0f);
|
||||
B3_ASSERT(D[1][1] != 0.0f);
|
||||
B3_ASSERT(D[2][2] != 0.0f);
|
||||
|
||||
P[i] = b3Vec3(1.0f / D[0][0], 1.0f / D[1][1], 1.0f / D[2][2]);
|
||||
inv_P[i] = b3Vec3(D[0][0], D[1][1], D[2][2]);
|
||||
}
|
||||
|
||||
m_allocator->Free(dfdv);
|
||||
m_allocator->Free(dfdx);
|
||||
m_allocator->Free(A);
|
||||
|
||||
// eps0 = dot( filter(b), P * filter(b) )
|
||||
b3Vec3* filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Filter(filter_b, b, size, types, m_collisions);
|
||||
|
||||
b3Vec3* P_filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
P_filter_b[i][0] = P[i][0] * filter_b[i][0];
|
||||
P_filter_b[i][1] = P[i][1] * filter_b[i][1];
|
||||
P_filter_b[i][2] = P[i][2] * filter_b[i][2];
|
||||
}
|
||||
|
||||
float32 eps0 = b3Dot(filter_b, P_filter_b, size);
|
||||
|
||||
m_allocator->Free(P_filter_b);
|
||||
m_allocator->Free(filter_b);
|
||||
|
||||
// r = filter(b - Adv)
|
||||
b3Sub(r, b, Adv, size);
|
||||
b3Filter(r, r, size, types, m_collisions);
|
||||
|
||||
// c = filter(P^-1 * r)
|
||||
// Store constraint forces for physics logic
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i][0] = inv_P[i][0] * r[i][0];
|
||||
c[i][1] = inv_P[i][1] * r[i][1];
|
||||
c[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
b3Filter(c, c, size, types, m_collisions);
|
||||
b3Vec3 force = forces[i];
|
||||
|
||||
// epsNew = dot(r, c)
|
||||
float32 epsNew = b3Dot(r, c, size);
|
||||
b3MassContact* contact = m_contacts + i;
|
||||
|
||||
// This is in [0, 1]
|
||||
// Making it smaller can increase accuracy, but it might increase the number
|
||||
// of iterations to be taken by the solver.
|
||||
const float32 kTol = 0.25f;
|
||||
// Signed normal force magnitude
|
||||
contact->Fn = b3Dot(force, contact->n);
|
||||
|
||||
// Limit number of iterations to prevent cycling.
|
||||
const u32 kMaxIters = 200;
|
||||
|
||||
// Main iteration loop.
|
||||
u32 iter = 0;
|
||||
while (iter < kMaxIters && epsNew > kTol * kTol * eps0)
|
||||
{
|
||||
// q = filter(A * c)
|
||||
// b3Mul(q, A, c, size);
|
||||
b3Mul_A(q, c, size, m_allocator, m_inv_m, h, Jx, Jv, m_springs, m_springCount);
|
||||
b3Filter(q, q, size, types, m_collisions);
|
||||
|
||||
// alpha = epsNew / dot(c, q)
|
||||
float32 alpha = epsNew / b3Dot(c, q, size);
|
||||
|
||||
// x = x + alpha * c
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
dv[i] = dv[i] + alpha * c[i];
|
||||
}
|
||||
|
||||
// r = r - alpha * q
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
r[i] = r[i] - alpha * q[i];
|
||||
}
|
||||
|
||||
// s = inv_P * r
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
s[i][0] = inv_P[i][0] * r[i][0];
|
||||
s[i][1] = inv_P[i][1] * r[i][1];
|
||||
s[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
|
||||
// epsOld = epsNew
|
||||
float32 epsOld = epsNew;
|
||||
|
||||
// epsNew = dot(r, s)
|
||||
epsNew = b3Dot(r, s, size);
|
||||
|
||||
// beta = epsNew / epsOld
|
||||
float32 beta = epsNew / epsOld;
|
||||
|
||||
// c = filter(s + beta * c)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i] = s[i] + beta * c[i];
|
||||
}
|
||||
b3Filter(c, c, size, types, m_collisions);
|
||||
|
||||
++iter;
|
||||
// Signed tangent forces magnitude
|
||||
contact->Ft1 = b3Dot(force, contact->t1);
|
||||
contact->Ft2 = b3Dot(force, contact->t2);
|
||||
}
|
||||
|
||||
m_step.iterations = iter;
|
||||
m_allocator->Free(forces);
|
||||
|
||||
// Update state
|
||||
// Clear position correction
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_v[i] += dv[i];
|
||||
m_x[i] += h * m_v[i] + m_y[i];
|
||||
m_y[i].SetZero();
|
||||
}
|
||||
|
||||
// Clear forces
|
||||
@ -793,25 +360,6 @@ void b3SpringCloth::Step(float32 h)
|
||||
{
|
||||
m_f[i].SetZero();
|
||||
}
|
||||
|
||||
// Clear position alteration
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_y[i].SetZero();
|
||||
}
|
||||
|
||||
m_allocator->Free(inv_P);
|
||||
m_allocator->Free(P);
|
||||
m_allocator->Free(s);
|
||||
m_allocator->Free(q);
|
||||
m_allocator->Free(c);
|
||||
m_allocator->Free(r);
|
||||
m_allocator->Free(Adv);
|
||||
m_allocator->Free(dv);
|
||||
m_allocator->Free(z);
|
||||
m_allocator->Free(b);
|
||||
m_allocator->Free(Jv);
|
||||
m_allocator->Free(Jx);
|
||||
}
|
||||
|
||||
void b3SpringCloth::Apply() const
|
||||
@ -824,16 +372,25 @@ void b3SpringCloth::Apply() const
|
||||
|
||||
void b3SpringCloth::Draw(b3Draw* draw) const
|
||||
{
|
||||
for (u32 i = 0; i < m_sphereCount; ++i)
|
||||
{
|
||||
draw->DrawSolidSphere(m_spheres[i].vertex, m_spheres[i].radius, b3Color_white);
|
||||
}
|
||||
|
||||
const b3Mesh* m = m_mesh;
|
||||
|
||||
for (u32 i = 0; i < m->vertexCount; ++i)
|
||||
{
|
||||
draw->DrawPoint(m_x[i], 2.0f, b3Color_green);
|
||||
if (m_contacts[i].lockOnSurface)
|
||||
{
|
||||
if (m_contacts[i].Fn > -B3_FORCE_THRESHOLD)
|
||||
{
|
||||
draw->DrawPoint(m_x[i], 6.0f, b3Color_yellow);
|
||||
}
|
||||
else
|
||||
{
|
||||
draw->DrawPoint(m_x[i], 6.0f, b3Color_red);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
draw->DrawPoint(m_x[i], 6.0f, b3Color_green);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m->triangleCount; ++i)
|
||||
|
722
src/bounce/dynamics/cloth/spring_solver.cpp
Normal file
722
src/bounce/dynamics/cloth/spring_solver.cpp
Normal file
@ -0,0 +1,722 @@
|
||||
/*
|
||||
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <bounce/dynamics/cloth/spring_solver.h>
|
||||
#include <bounce/dynamics/cloth/spring_cloth.h>
|
||||
#include <bounce/common/memory/stack_allocator.h>
|
||||
|
||||
// Here, we solve Ax = b using the Modified Conjugate Gradient method.
|
||||
// This work is based on the paper "Large Steps in Cloth Simulation - David Baraff, Andrew Witkin".
|
||||
|
||||
// Enable preconditioning. It can be slow, depending on
|
||||
// how the preconditioning matrix is computed, but it can help
|
||||
// to increase convergence.
|
||||
bool b3_enablePrecontitioning = false;
|
||||
|
||||
b3SpringSolver::b3SpringSolver(const b3SpringSolverDef& def)
|
||||
{
|
||||
m_cloth = def.cloth;
|
||||
m_h = def.dt;
|
||||
m_iterations = 0;
|
||||
m_Jx = nullptr;
|
||||
m_Jv = nullptr;
|
||||
|
||||
m_allocator = m_cloth->m_allocator;
|
||||
|
||||
m_x = m_cloth->m_x;
|
||||
m_v = m_cloth->m_v;
|
||||
m_f = m_cloth->m_f;
|
||||
m_inv_m = m_cloth->m_inv_m;
|
||||
m_y = m_cloth->m_y;
|
||||
m_types = m_cloth->m_types;
|
||||
m_massCount = m_cloth->m_massCount;
|
||||
|
||||
m_contacts = m_cloth->m_contacts;
|
||||
|
||||
m_springs = m_cloth->m_springs;
|
||||
m_springCount = m_cloth->m_springCount;
|
||||
}
|
||||
|
||||
b3SpringSolver::~b3SpringSolver()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void b3SpringSolver::Solve(b3Vec3* f)
|
||||
{
|
||||
u32 size = m_massCount;
|
||||
b3MassType* types = m_types;
|
||||
u32 spring_size = m_springCount;
|
||||
|
||||
m_Jx = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
m_Jv = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
|
||||
|
||||
// Compute and apply spring forces, store their unique derivatives.
|
||||
InitializeSpringForces();
|
||||
|
||||
// Integrate
|
||||
|
||||
// Solve Ax = b, where
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
// b = h * (f0 + h * dfdx * v0 + dfdx * y)
|
||||
|
||||
//
|
||||
b3Vec3* b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
Compute_b(b);
|
||||
|
||||
//
|
||||
b3Vec3* x = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// Solve Ax = b
|
||||
if (b3_enablePrecontitioning)
|
||||
{
|
||||
Solve_MPCG(x, f, m_iterations, b);
|
||||
}
|
||||
else
|
||||
{
|
||||
Solve_MCG(x, f, m_iterations, b);
|
||||
}
|
||||
|
||||
// Update state
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
m_v[i] += x[i];
|
||||
|
||||
// dx = h * (v0 + dv) + y = h * v1 + y
|
||||
m_x[i] += m_h * m_v[i] + m_y[i];
|
||||
}
|
||||
|
||||
m_allocator->Free(x);
|
||||
m_allocator->Free(b);
|
||||
|
||||
m_allocator->Free(m_Jv);
|
||||
m_allocator->Free(m_Jx);
|
||||
m_Jv = nullptr;
|
||||
m_Jx = nullptr;
|
||||
}
|
||||
|
||||
// This outputs the desired acceleration of the masses in the constrained
|
||||
// directions.
|
||||
static B3_FORCE_INLINE void b3Compute_z(b3Vec3* out,
|
||||
u32 size, const b3MassType* types, const b3MassContact* contacts)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
switch (types[i])
|
||||
{
|
||||
case e_staticMass:
|
||||
{
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
if (contacts[i].lockOnSurface)
|
||||
{
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Filter(b3Vec3* out,
|
||||
const b3Vec3* v, u32 size, const b3MassType* types, const b3MassContact* contacts)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
switch (types[i])
|
||||
{
|
||||
case e_staticMass:
|
||||
{
|
||||
out[i].SetZero();
|
||||
break;
|
||||
}
|
||||
case e_dynamicMass:
|
||||
{
|
||||
if (contacts[i].lockOnSurface)
|
||||
{
|
||||
b3Vec3 n = contacts[i].n;
|
||||
|
||||
b3Mat33 S = b3Mat33_identity - b3Outer(n, n);
|
||||
|
||||
out[i] = S * v[i];
|
||||
break;
|
||||
}
|
||||
|
||||
out[i] = v[i];
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero(b3Vec3* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Copy(b3Vec3* out, const b3Vec3* v, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i] = v[i];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Add(b3Vec3* out, const b3Vec3* a, const b3Vec3* b, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i] = a[i] + b[i];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Sub(b3Vec3* out, const b3Vec3* a, const b3Vec3* b, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i] = a[i] - b[i];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE float32 b3Dot(const b3Vec3* a, const b3Vec3* b, u32 size)
|
||||
{
|
||||
float32 result = 0.0f;
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
result += b3Dot(a[i], b[i]);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
#define B3_INDEX(i, j, size) (i + j * size)
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero(b3Mat33* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
out[B3_INDEX(i, j, size)].SetZero();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3Mul(b3Vec3* out, const b3Mat33* M, const b3Vec3* v, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
out[i] += M[B3_INDEX(i, j, size)] * v[j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// J = dfdx or dvdx
|
||||
static B3_FORCE_INLINE void b3Mul_Jacobian(b3Vec3* out, const b3Vec3* v, u32 mass_size,
|
||||
const b3Mat33* J_ii, const b3Spring* springs, u32 spring_size)
|
||||
{
|
||||
b3SetZero(out, mass_size);
|
||||
|
||||
for (u32 i = 0; i < spring_size; ++i)
|
||||
{
|
||||
const b3Spring* S = springs + i;
|
||||
u32 i1 = S->i1;
|
||||
u32 i2 = S->i2;
|
||||
|
||||
b3Mat33 J_11 = J_ii[i];
|
||||
b3Mat33 J_12 = -J_11;
|
||||
b3Mat33 J_21 = J_12;
|
||||
b3Mat33 J_22 = J_11;
|
||||
|
||||
out[i1] += J_11 * v[i1] + J_12 * v[i2];
|
||||
out[i2] += J_21 * v[i1] + J_22 * v[i2];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE void b3SetZero_Jacobian(b3Mat33* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
// A * v = (M - h * dfdv - h * h * dfdx) * v = M * v + (-h * dfdv * v) + (-h * h * dfdx * v)
|
||||
static B3_FORCE_INLINE void b3Mul_A(b3Vec3* out, const b3Vec3* v, u32 mass_size,
|
||||
b3StackAllocator* allocator,
|
||||
const float32* inv_m, float32 h, const b3Mat33* Jx, const b3Mat33* Jv, const b3Spring* springs, u32 spring_size)
|
||||
{
|
||||
// v1 = M * v
|
||||
b3Vec3* v1 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
float32 m = inv_m[i] != 0.0f ? 1.0f / inv_m[i] : 0.0f;
|
||||
v1[i] = m * v[i];
|
||||
}
|
||||
|
||||
// v2 = (-h * dfdv * v)
|
||||
b3Vec3* v2 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(v2, v, mass_size, Jv, springs, spring_size);
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
v2[i] *= -h;
|
||||
}
|
||||
|
||||
// v3 = (-h * h * dfdx * v)
|
||||
b3Vec3* v3 = (b3Vec3*)allocator->Allocate(mass_size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(v3, v, mass_size, Jx, springs, spring_size);
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
v3[i] *= -h * h;
|
||||
}
|
||||
|
||||
// v = v1 + v2 + v3
|
||||
for (u32 i = 0; i < mass_size; ++i)
|
||||
{
|
||||
out[i] = v1[i] + v2[i] + v3[i];
|
||||
}
|
||||
|
||||
allocator->Free(v3);
|
||||
allocator->Free(v2);
|
||||
allocator->Free(v1);
|
||||
}
|
||||
|
||||
void b3SpringSolver::InitializeSpringForces()
|
||||
{
|
||||
u32 size = m_massCount;
|
||||
u32 spring_size = m_springCount;
|
||||
|
||||
// Zero Jacobians
|
||||
b3SetZero_Jacobian(m_Jx, spring_size);
|
||||
b3SetZero_Jacobian(m_Jv, spring_size);
|
||||
|
||||
// Compute forces and Jacobians
|
||||
for (u32 i = 0; i < spring_size; ++i)
|
||||
{
|
||||
b3Spring* S = m_springs + i;
|
||||
|
||||
b3Vec3 x1 = m_x[S->i1];
|
||||
b3Vec3 v1 = m_v[S->i1];
|
||||
|
||||
b3Vec3 x2 = m_x[S->i2];
|
||||
b3Vec3 v2 = m_v[S->i2];
|
||||
|
||||
// Strech
|
||||
b3Vec3 dx = x2 - x1;
|
||||
float32 L = b3Length(dx);
|
||||
b3Vec3 n = dx;
|
||||
if (L > 0.0f)
|
||||
{
|
||||
n /= L;
|
||||
}
|
||||
|
||||
float32 C = L - S->L0;
|
||||
|
||||
// Compute streching forces
|
||||
b3Vec3 sf1 = -S->ks * C * -n;
|
||||
b3Vec3 sf2 = -sf1;
|
||||
|
||||
m_f[S->i1] += sf1;
|
||||
m_f[S->i2] += sf2;
|
||||
|
||||
// Compute damping forces
|
||||
b3Vec3 dv = v2 - v1;
|
||||
|
||||
b3Vec3 df1 = -S->kd * -dv;
|
||||
b3Vec3 df2 = -df1;
|
||||
|
||||
m_f[S->i1] += df1;
|
||||
m_f[S->i2] += df2;
|
||||
|
||||
b3Mat33 I = b3Mat33_identity;
|
||||
|
||||
// Compute Jx11
|
||||
float32 inv_L = L > 0.0f ? 1.0f / L : 0.0f;
|
||||
|
||||
float32 L2 = L * L;
|
||||
float32 inv_L2 = L2 > 0.0f ? 1.0f / L2 : 0.0f;
|
||||
|
||||
// Hessian
|
||||
// del^2_C / del_x
|
||||
b3Mat33 H_11 = inv_L * I + inv_L2 * b3Outer(dx, -n);
|
||||
|
||||
// del_C / del_x * del_C / del_x^T
|
||||
b3Mat33 JJ_11 = b3Outer(-n, -n);
|
||||
|
||||
b3Mat33 Jx11 = -S->ks * (C * H_11 + JJ_11);
|
||||
m_Jx[i] = Jx11;
|
||||
|
||||
// Compute Jv11
|
||||
b3Mat33 Jv11 = -S->kd * I;
|
||||
m_Jv[i] = Jv11;
|
||||
}
|
||||
}
|
||||
|
||||
void b3SpringSolver::Compute_b(b3Vec3* b) const
|
||||
{
|
||||
float32 h = m_h;
|
||||
u32 size = m_massCount;
|
||||
|
||||
// Jx_v = dfdx * v
|
||||
b3Vec3* Jx_v = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(Jx_v, m_v, size, m_Jx, m_springs, m_springCount);
|
||||
|
||||
// Jx_y = dfdx * y
|
||||
b3Vec3* Jx_y = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Mul_Jacobian(Jx_y, m_y, size, m_Jx, m_springs, m_springCount);
|
||||
|
||||
// b = h * (f0 + h * Jx_v + Jx_y )
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b[i] = h * (m_f[i] + h * Jx_v[i] + Jx_y[i]);
|
||||
}
|
||||
|
||||
m_allocator->Free(Jx_y);
|
||||
m_allocator->Free(Jx_v);
|
||||
}
|
||||
|
||||
void b3SpringSolver::Solve_MCG(b3Vec3* dv, b3Vec3* e, u32& iterations, const b3Vec3* b) const
|
||||
{
|
||||
// dv = z
|
||||
b3Compute_z(dv, m_massCount, m_types, m_contacts);
|
||||
|
||||
// r = filter(b - Adv)
|
||||
b3Vec3* r = (b3Vec3*)m_allocator->Allocate(m_massCount * sizeof(b3Vec3));
|
||||
|
||||
// Adv = A * dv
|
||||
b3Vec3* Adv = (b3Vec3*)m_allocator->Allocate(m_massCount * sizeof(b3Vec3));
|
||||
|
||||
b3Mul_A(Adv, dv, m_massCount, m_allocator, m_inv_m, m_h, m_Jx, m_Jv, m_springs, m_springCount);
|
||||
b3Sub(r, b, Adv, m_massCount);
|
||||
b3Filter(r, r, m_massCount, m_types, m_contacts);
|
||||
|
||||
m_allocator->Free(Adv);
|
||||
|
||||
// c = r
|
||||
b3Vec3* c = (b3Vec3*)m_allocator->Allocate(m_massCount * sizeof(b3Vec3));
|
||||
b3Copy(c, r, m_massCount);
|
||||
|
||||
// eps0 = dot(f, f)
|
||||
float32 eps0 = b3Dot(r, r, m_massCount);
|
||||
|
||||
// epsNew = dot(r, r)
|
||||
float32 epsNew = eps0;
|
||||
|
||||
// [0, 1]
|
||||
const float32 kTol = 0.25f;
|
||||
|
||||
// Limit number of iterations to prevent cycling.
|
||||
const u32 kMaxIters = 100;
|
||||
|
||||
// Main iteration loop.
|
||||
u32 iter = 0;
|
||||
while (iter < kMaxIters && epsNew > kTol * kTol * eps0)
|
||||
{
|
||||
// q = filter(A * c)
|
||||
b3Vec3* q = (b3Vec3*)m_allocator->Allocate(m_massCount * sizeof(b3Vec3));
|
||||
b3Mul_A(q, c, m_massCount, m_allocator, m_inv_m, m_h, m_Jx, m_Jv, m_springs, m_springCount);
|
||||
b3Filter(q, q, m_massCount, m_types, m_contacts);
|
||||
|
||||
// alpha = epsNew / dot(c, q)
|
||||
float32 alpha_den = b3Dot(c, q, m_massCount);
|
||||
float32 alpha = epsNew / alpha_den;
|
||||
|
||||
// dv = dv + alpha * c
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
dv[i] = dv[i] + alpha * c[i];
|
||||
}
|
||||
|
||||
// r = r - alpha * q
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
r[i] = r[i] - alpha * q[i];
|
||||
}
|
||||
|
||||
m_allocator->Free(q);
|
||||
|
||||
// epsOld = epsNew
|
||||
float32 epsOld = epsNew;
|
||||
|
||||
// epsNew = dot(r, r)
|
||||
epsNew = b3Dot(r, r, m_massCount);
|
||||
|
||||
float32 beta = epsNew / epsOld;
|
||||
|
||||
// c = filter(r + beta * c)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i] = r[i] + beta * c[i];
|
||||
}
|
||||
b3Filter(c, c, m_massCount, m_types, m_contacts);
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
m_allocator->Free(c);
|
||||
m_allocator->Free(r);
|
||||
|
||||
iterations = iter;
|
||||
|
||||
// f = A * dv - b
|
||||
b3Mul_A(e, dv, m_massCount, m_allocator, m_inv_m, m_h, m_Jx, m_Jv, m_springs, m_springCount);
|
||||
b3Sub(e, e, b, m_massCount);
|
||||
}
|
||||
|
||||
static void B3_FORCE_INLINE b3Make_A(b3Mat33* A,
|
||||
const b3Mat33* Jx, const b3Mat33* Jv, u32 size,
|
||||
b3StackAllocator* allocator, float32 h, float32* inv_m,
|
||||
const b3Spring* springs, u32 spring_size)
|
||||
{
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
|
||||
// A = 0
|
||||
b3SetZero(A, size);
|
||||
|
||||
// Compute dfdx, dfdv
|
||||
b3Mat33* dfdx = (b3Mat33*)allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3SetZero(dfdx, size);
|
||||
|
||||
b3Mat33* dfdv = (b3Mat33*)allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3SetZero(dfdv, size);
|
||||
|
||||
for (u32 i = 0; i < spring_size; ++i)
|
||||
{
|
||||
const b3Spring* S = springs + i;
|
||||
|
||||
b3Mat33 Jx11 = Jx[i];
|
||||
b3Mat33 Jx12 = -Jx11;
|
||||
b3Mat33 Jx21 = Jx12;
|
||||
b3Mat33 Jx22 = Jx11;
|
||||
|
||||
dfdx[B3_INDEX(S->i1, S->i1, size)] += Jx11;
|
||||
dfdx[B3_INDEX(S->i1, S->i2, size)] += Jx12;
|
||||
dfdx[B3_INDEX(S->i2, S->i1, size)] += Jx21;
|
||||
dfdx[B3_INDEX(S->i2, S->i2, size)] += Jx22;
|
||||
|
||||
b3Mat33 Jv11 = Jv[i];
|
||||
b3Mat33 Jv12 = -Jv11;
|
||||
b3Mat33 Jv21 = Jv12;
|
||||
b3Mat33 Jv22 = Jv11;
|
||||
|
||||
dfdv[B3_INDEX(S->i1, S->i1, size)] += Jv11;
|
||||
dfdv[B3_INDEX(S->i1, S->i2, size)] += Jv12;
|
||||
dfdv[B3_INDEX(S->i2, S->i1, size)] += Jv21;
|
||||
dfdv[B3_INDEX(S->i2, S->i2, size)] += Jv22;
|
||||
}
|
||||
|
||||
// A += M
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
B3_ASSERT(inv_m[i] != 0.0f);
|
||||
|
||||
float32 m = 1.0f / inv_m[i];
|
||||
|
||||
A[B3_INDEX(i, i, size)] += b3Diagonal(m);
|
||||
}
|
||||
|
||||
// A += - h * dfdv - h * h * dfdx
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
for (u32 j = 0; j < size; ++j)
|
||||
{
|
||||
A[B3_INDEX(i, j, size)] += (-h * dfdv[B3_INDEX(i, j, size)]) + (-h * h * dfdx[B3_INDEX(i, j, size)]);
|
||||
}
|
||||
}
|
||||
|
||||
allocator->Free(dfdv);
|
||||
allocator->Free(dfdx);
|
||||
}
|
||||
|
||||
void b3SpringSolver::Solve_MPCG(b3Vec3* dv, b3Vec3* e, u32& iterations, const b3Vec3* b) const
|
||||
{
|
||||
u32 size = m_massCount;
|
||||
b3MassType* types = m_types;
|
||||
u32 spring_size = m_springCount;
|
||||
|
||||
b3Vec3* r = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* c = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* s = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Vec3* inv_P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// dv = z
|
||||
b3Compute_z(dv, size, types, m_contacts);
|
||||
|
||||
// P = diag(A)^-1
|
||||
b3Vec3* P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
b3Mat33* A = (b3Mat33*)m_allocator->Allocate(size * size * sizeof(b3Mat33));
|
||||
b3Make_A(A, m_Jx, m_Jv, size, m_allocator, m_h, m_inv_m, m_springs, m_springCount);
|
||||
|
||||
// Compute P, P^-1
|
||||
// @todo Optimize so we don't need to compute A.
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
b3Mat33 D = A[B3_INDEX(i, i, size)];
|
||||
|
||||
B3_ASSERT(D[0][0] != 0.0f);
|
||||
B3_ASSERT(D[1][1] != 0.0f);
|
||||
B3_ASSERT(D[2][2] != 0.0f);
|
||||
|
||||
P[i] = b3Vec3(1.0f / D[0][0], 1.0f / D[1][1], 1.0f / D[2][2]);
|
||||
inv_P[i] = b3Vec3(D[0][0], D[1][1], D[2][2]);
|
||||
}
|
||||
|
||||
m_allocator->Free(A);
|
||||
|
||||
// eps0 = dot( filter(b), P * filter(b) )
|
||||
b3Vec3* filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Filter(filter_b, b, size, types, m_contacts);
|
||||
|
||||
b3Vec3* P_filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
P_filter_b[i][0] = P[i][0] * filter_b[i][0];
|
||||
P_filter_b[i][1] = P[i][1] * filter_b[i][1];
|
||||
P_filter_b[i][2] = P[i][2] * filter_b[i][2];
|
||||
}
|
||||
|
||||
float32 eps0 = b3Dot(filter_b, P_filter_b, size);
|
||||
|
||||
m_allocator->Free(P_filter_b);
|
||||
m_allocator->Free(filter_b);
|
||||
m_allocator->Free(P);
|
||||
|
||||
// r = filter(b - Adv)
|
||||
|
||||
// Adv = A * dv
|
||||
b3Vec3* Adv = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
b3Mul_A(Adv, dv, size, m_allocator, m_inv_m, m_h, m_Jx, m_Jv, m_springs, m_springCount);
|
||||
|
||||
b3Sub(r, b, Adv, size);
|
||||
|
||||
m_allocator->Free(Adv);
|
||||
|
||||
b3Filter(r, r, size, types, m_contacts);
|
||||
|
||||
// c = filter(P^-1 * r)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i][0] = inv_P[i][0] * r[i][0];
|
||||
c[i][1] = inv_P[i][1] * r[i][1];
|
||||
c[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
b3Filter(c, c, size, types, m_contacts);
|
||||
|
||||
// epsNew = dot(r, c)
|
||||
float32 epsNew = b3Dot(r, c, size);
|
||||
|
||||
// [0, 1]
|
||||
const float32 kTol = 0.25f;
|
||||
|
||||
// Limit number of iterations to prevent cycling.
|
||||
const u32 kMaxIters = 100;
|
||||
|
||||
// Main iteration loop.
|
||||
u32 iter = 0;
|
||||
while (iter < kMaxIters && epsNew > kTol * kTol * eps0)
|
||||
{
|
||||
// q = filter(A * c)
|
||||
b3Vec3* q = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
|
||||
|
||||
b3Mul_A(q, c, size, m_allocator, m_inv_m, m_h, m_Jx, m_Jv, m_springs, m_springCount);
|
||||
b3Filter(q, q, size, types, m_contacts);
|
||||
|
||||
// alpha = epsNew / dot(c, q)
|
||||
float32 alpha = epsNew / b3Dot(c, q, size);
|
||||
|
||||
// x = x + alpha * c
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
dv[i] = dv[i] + alpha * c[i];
|
||||
}
|
||||
|
||||
// r = r - alpha * q
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
r[i] = r[i] - alpha * q[i];
|
||||
}
|
||||
|
||||
m_allocator->Free(q);
|
||||
|
||||
// s = inv_P * r
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
s[i][0] = inv_P[i][0] * r[i][0];
|
||||
s[i][1] = inv_P[i][1] * r[i][1];
|
||||
s[i][2] = inv_P[i][2] * r[i][2];
|
||||
}
|
||||
|
||||
// epsOld = epsNew
|
||||
float32 epsOld = epsNew;
|
||||
|
||||
// epsNew = dot(r, s)
|
||||
epsNew = b3Dot(r, s, size);
|
||||
|
||||
// beta = epsNew / epsOld
|
||||
float32 beta = epsNew / epsOld;
|
||||
|
||||
// c = filter(s + beta * c)
|
||||
for (u32 i = 0; i < m_massCount; ++i)
|
||||
{
|
||||
c[i] = s[i] + beta * c[i];
|
||||
}
|
||||
b3Filter(c, c, size, types, m_contacts);
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
m_allocator->Free(inv_P);
|
||||
m_allocator->Free(s);
|
||||
m_allocator->Free(c);
|
||||
m_allocator->Free(r);
|
||||
|
||||
iterations = iter;
|
||||
|
||||
// Residual error
|
||||
// f = A * x - b
|
||||
b3Mul_A(e, dv, size, m_allocator, m_inv_m, m_h, m_Jx, m_Jv, m_springs, spring_size);
|
||||
b3Sub(e, e, b, size);
|
||||
}
|
Loading…
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Reference in New Issue
Block a user