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:
@ -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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