Reestructured folders
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#ifndef B3_CLOTH_CONTACT_MANAGER_H
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#define B3_CLOTH_CONTACT_MANAGER_H
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#include <bounce/cloth/cloth_particle_body_contact.h>
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#include <bounce/cloth/cloth_particle_triangle_contact.h>
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#include <bounce/cloth/contacts/cloth_particle_body_contact.h>
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#include <bounce/cloth/contacts/cloth_particle_triangle_contact.h>
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#include <bounce/collision/broad_phase.h>
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#include <bounce/common/memory/block_pool.h>
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#include <bounce/common/template/list.h>
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#define B3_DIAG_MAT_33_H
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#include <bounce/common/math/mat33.h>
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#include <bounce/cloth/dense_vec3.h>
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#include <bounce/sparse/dense_vec3.h>
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// Diagonal matrix storing only the diagonal elements of the
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// original matrix.
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#define B3_SPARSE_MAT_33_H
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#include <bounce/common/math/mat33.h>
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#include <bounce/cloth/diag_mat33.h>
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#include <bounce/cloth/dense_vec3.h>
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#include <bounce/sparse/diag_mat33.h>
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#include <bounce/sparse/dense_vec3.h>
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// An element in a sparse matrix.
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struct b3RowValue
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#ifndef B3_SPARSE_MAT_33_VIEW_H
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#define B3_SPARSE_MAT_33_VIEW_H
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#include <bounce/cloth/sparse_mat33.h>
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#include <bounce/sparse/sparse_mat33.h>
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struct b3ArrayRowValue
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{
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#ifndef B3_SPARSE_SYM_MAT_33_H
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#define B3_SPARSE_SYM_MAT_33_H
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#include <bounce/cloth/sparse_mat33.h>
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#include <bounce/sparse/sparse_mat33.h>
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// A sparse symmetric matrix.
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// Each row is a list of non-zero elements in the row.
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#ifndef B3_SPARSE_SYM_MAT_33_VIEW_H
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#define B3_SPARSE_SYM_MAT_33_VIEW_H
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#include <bounce/cloth/sparse_mat33_view.h>
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#include <bounce/cloth/sparse_sym_mat33.h>
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#include <bounce/sparse/sparse_mat33_view.h>
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#include <bounce/sparse/sparse_sym_mat33.h>
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// A read-only sparse symmetric matrix.
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struct b3SparseSymMat33View
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#include <bounce/cloth/cloth_force_solver.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/force.h>
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#include <bounce/cloth/dense_vec3.h>
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#include <bounce/cloth/diag_mat33.h>
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#include <bounce/cloth/sparse_sym_mat33.h>
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#include <bounce/cloth/sparse_sym_mat33_view.h>
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#include <bounce/sparse/dense_vec3.h>
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#include <bounce/sparse/diag_mat33.h>
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#include <bounce/sparse/sparse_sym_mat33.h>
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#include <bounce/sparse/sparse_sym_mat33_view.h>
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#include <bounce/common/memory/stack_allocator.h>
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// Here, we solve Ax = b using the Modified Preconditioned Conjugate Gradient (MPCG) algorithm.
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#include <bounce/cloth/cloth_solver.h>
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#include <bounce/cloth/cloth_force_solver.h>
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#include <bounce/cloth/cloth_contact_solver.h>
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#include <bounce/cloth/contacts/cloth_contact_solver.h>
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#include <bounce/cloth/cloth.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/dynamics/shapes/shape.h>
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <bounce/cloth/cloth_contact_solver.h>
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#include <bounce/cloth/contacts/cloth_contact_solver.h>
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#include <bounce/cloth/cloth_contact_manager.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/cloth_triangle.h>
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <bounce/cloth/cloth_particle_body_contact.h>
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#include <bounce/cloth/contacts/cloth_particle_body_contact.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/dynamics/shapes/shape.h>
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#include <bounce/dynamics/body.h>
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <bounce/cloth/cloth_particle_triangle_contact.h>
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#include <bounce/cloth/contacts/cloth_particle_triangle_contact.h>
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#include <bounce/cloth/cloth_mesh.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/cloth_triangle.h>
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#include <bounce/common/geometry.h>
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//
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// Solve constrained Barycentric coordinates for point Q
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static void b3Solve3(float32 out[3],
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const b3Vec3& A, const b3Vec3& B, const b3Vec3& C,
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const b3Vec3& Q)
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#include <bounce/cloth/spring_force.h>
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#include <bounce/cloth/particle.h>
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#include <bounce/cloth/cloth_force_solver.h>
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#include <bounce/cloth/dense_vec3.h>
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#include <bounce/cloth/sparse_sym_mat33.h>
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#include <bounce/sparse/dense_vec3.h>
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#include <bounce/sparse/sparse_sym_mat33.h>
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void b3SpringForceDef::Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness)
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{
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#include <bounce/softbody/softbody_mesh.h>
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#include <bounce/softbody/softbody_node.h>
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#include <bounce/softbody/softbody.h>
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#include <bounce/cloth/sparse_mat33.h>
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#include <bounce/cloth/sparse_mat33_view.h>
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#include <bounce/sparse/sparse_mat33.h>
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#include <bounce/sparse/sparse_mat33_view.h>
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// This work is based on the paper "Interactive Virtual Materials" written by
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// Matthias Mueller Fischer
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