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:
Irlan
2018-03-26 16:03:43 -03:00
parent 3e55b28956
commit a21d46ac64
4 changed files with 1045 additions and 652 deletions

View File

@ -20,13 +20,14 @@
#define B3_SPRING_CLOTH_H
#include <bounce/common/math/mat33.h>
#include <bounce/collision/shapes/sphere.h>
#define B3_CLOTH_SPHERE_CAPACITY 32
#define B3_CLOTH_SHAPE_CAPACITY 32
class b3StackAllocator;
class b3Draw;
class b3Shape;
struct b3Mesh;
struct b3SpringClothDef
@ -94,13 +95,13 @@ enum b3MassType
e_dynamicMass
};
// This structure represents an acceleration constraint.
struct b3MassCollision
//
struct b3MassContact
{
b3Vec3 n, t1, t2;
float32 Fn, Ft1, Ft2;
u32 j;
float32 s;
b3Vec3 n;
bool active;
bool lockOnSurface, slideOnSurface;
};
// Time step statistics
@ -136,7 +137,13 @@ public:
b3MassType GetType(u32 i) const;
//
b3Sphere* CreateSphere(const b3Vec3& center, float32 radius);
void AddShape(b3Shape* shape);
//
u32 GetShapeCount() const;
//
b3Shape** GetShapes();
//
const b3SpringClothStep& GetStep() const;
@ -150,11 +157,16 @@ public:
//
void Draw(b3Draw* draw) const;
protected:
void UpdateCollisions() const;
friend class b3SpringSolver;
// Update contacts.
// This is where some contacts might be initiated or terminated.
void UpdateContacts();
b3StackAllocator* m_allocator;
b3Mesh* m_mesh;
float32 m_r;
b3Vec3 m_gravity;
@ -163,17 +175,16 @@ protected:
b3Vec3* m_f;
float32* m_inv_m;
b3Vec3* m_y;
b3MassType* m_massTypes;
b3MassCollision* m_collisions;
b3MassType* m_types;
u32 m_massCount;
b3MassContact* m_contacts;
b3Spring* m_springs;
u32 m_springCount;
float32 m_r;
b3Sphere m_spheres[B3_CLOTH_SPHERE_CAPACITY];
u32 m_sphereCount;
b3Shape* m_shapes[B3_CLOTH_SHAPE_CAPACITY];
u32 m_shapeCount;
b3SpringClothStep m_step;
};
@ -191,13 +202,23 @@ inline void b3SpringCloth::SetGravity(const b3Vec3& gravity)
inline b3MassType b3SpringCloth::GetType(u32 i) const
{
B3_ASSERT(i < m_massCount);
return m_massTypes[i];
return m_types[i];
}
inline void b3SpringCloth::SetType(u32 i, b3MassType type)
{
B3_ASSERT(i < m_massCount);
m_massTypes[i] = type;
m_types[i] = type;
}
inline u32 b3SpringCloth::GetShapeCount() const
{
return m_shapeCount;
}
inline b3Shape** b3SpringCloth::GetShapes()
{
return m_shapes;
}
inline const b3SpringClothStep& b3SpringCloth::GetStep() const

View File

@ -0,0 +1,93 @@
/*
* 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.
*/
#ifndef B3_SPRING_SOLVER_H
#define B3_SPRING_SOLVER_H
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/mat33.h>
class b3SpringCloth;
class b3StackAllocator;
struct b3MassContact;
struct b3Spring;
enum b3MassType;
struct b3SpringSolverDef
{
b3SpringCloth* cloth;
float32 dt;
};
class b3SpringSolver
{
public:
b3SpringSolver(const b3SpringSolverDef& def);
~b3SpringSolver();
void Solve(b3Vec3* constraintForces);
u32 GetIterations() const;
private:
// Apply internal forces and store their unique derivatives.
void InitializeSpringForces();
// Initialize b, from Ax = b
void Compute_b(b3Vec3* b) const;
// Solve Ax = b using the Modified Conjugate Gradient (MCG).
// Output x and the residual error f.
void Solve_MCG(b3Vec3* x, b3Vec3* f, u32& iterations, const b3Vec3* b) const;
// Solve Ax = b using MCG with Jacobi preconditioning.
// Output x and the residual error f.
// This method is slower than MCG because we have to compute the preconditioning
// matrix P, but it can improve convergence.
void Solve_MPCG(b3Vec3* x, b3Vec3* f, u32& iterations, const b3Vec3* b) const;
b3SpringCloth * m_cloth;
float32 m_h;
b3Mat33* m_Jx;
b3Mat33* m_Jv;
u32 m_iterations;
b3StackAllocator* m_allocator;
b3Vec3* m_x;
b3Vec3* m_v;
b3Vec3* m_f;
float32* m_inv_m;
b3Vec3* m_y;
b3MassType* m_types;
u32 m_massCount;
b3MassContact* m_contacts;
b3Spring* m_springs;
u32 m_springCount;
};
inline u32 b3SpringSolver::GetIterations() const
{
return m_iterations;
}
#endif