add collision (no friction)
This commit is contained in:
@ -34,12 +34,18 @@ b3SpringCloth::b3SpringCloth()
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m_x = nullptr;
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m_v = nullptr;
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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_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_step.iterations = 0;
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}
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@ -50,7 +56,9 @@ b3SpringCloth::~b3SpringCloth()
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b3Free(m_v);
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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_springs);
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}
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@ -63,6 +71,8 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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m_mesh = def.mesh;
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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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@ -70,14 +80,18 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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m_v = (b3Vec3*)b3Alloc(m_massCount * sizeof(b3Vec3));
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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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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_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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}
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@ -154,7 +168,24 @@ void b3SpringCloth::Initialize(const b3SpringClothDef& def)
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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, const b3MassType* types)
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b3Sphere* b3SpringCloth::CreateSphere(const b3Vec3& center, float32 radius)
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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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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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@ -167,6 +198,47 @@ static B3_FORCE_INLINE void b3Filter(b3Vec3* out, const b3Vec3* v, u32 size, con
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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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@ -319,8 +391,90 @@ static B3_FORCE_INLINE void b3Mul_A(b3Vec3* out, const b3Vec3* v, u32 mass_size,
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allocator->Free(v1);
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}
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void b3SpringCloth::UpdateCollisions() const
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{
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// Compute cloth-solid collision position alteration
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for (u32 i = 0; i < m_massCount; ++i)
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{
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// Clear flag
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m_collisions[i].active = false;
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b3Vec3 c1 = m_x[i];
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float32 r1 = m_r;
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// Only solve the deepest penetrations
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float32 bestSeparation = B3_MAX_FLOAT;
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u32 bestIndex = ~0;
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for (u32 j = 0; j < m_sphereCount; ++j)
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{
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const b3Sphere* sphere = m_spheres + j;
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b3Vec3 c2 = sphere->vertex;
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float32 r2 = sphere->radius;
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b3Vec3 d = c2 - c1;
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float32 dd = b3Dot(d, d);
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float32 totalRadius = r1 + r2;
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if (dd > totalRadius * totalRadius)
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{
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continue;
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}
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float32 distance = b3Length(d);
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float32 separation = distance - totalRadius;
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if (separation < bestSeparation)
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{
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bestSeparation = separation;
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bestIndex = j;
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}
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}
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if (bestIndex != ~0)
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{
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const b3Sphere* sphere = m_spheres + bestIndex;
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b3Vec3 c2 = sphere->vertex;
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float32 r2 = sphere->radius;
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float32 totalRadius = r1 + r2;
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b3Vec3 d = c2 - c1;
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float32 distance = b3Length(d);
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float32 separation = distance - totalRadius;
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b3Vec3 n(0.0f, 1.0f, 0.0f);
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if (distance > B3_EPSILON)
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{
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n = d / distance;
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}
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// Avoid large corrections
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const float32 kMaxCorrection = 0.75f;
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separation = b3Clamp(separation, -kMaxCorrection, 0.0f);
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b3Vec3 dx1 = separation * n;
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// Add position alteration
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m_y[i] += dx1;
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m_collisions[i].active = true;
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m_collisions[i].j = bestIndex;
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m_collisions[i].s = separation;
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m_collisions[i].n = n;
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}
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}
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}
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void b3SpringCloth::Step(float32 h)
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{
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if (h == 0.0f)
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{
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return;
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}
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// Detect and store collisions
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UpdateCollisions();
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u32 size = m_massCount;
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b3MassType* types = m_massTypes;
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u32 spring_size = m_springCount;
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@ -328,9 +482,12 @@ void b3SpringCloth::Step(float32 h)
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// Add gravity
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for (u32 i = 0; i < size; ++i)
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{
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m_f[i] += m_gravity;
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if (types[i] == e_dynamicMass)
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{
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m_f[i] += m_gravity;
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}
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}
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// Compute non-zero Jacobians Jx, Jv
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b3Mat33* Jx = (b3Mat33*)m_allocator->Allocate(spring_size * sizeof(b3Mat33));
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b3SetZero_Jacobian(Jx, spring_size);
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@ -403,19 +560,28 @@ void b3SpringCloth::Step(float32 h)
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// Compute b
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// b = h * (f0 + h * dfdx * v0)
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// b = h * (f0 + h * dfdx * v0 + dfdx * y) )
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b3Vec3* b = (b3Vec3*) m_allocator->Allocate(size * sizeof(b3Vec3));
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// b = dfdx * v0
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// b3Mul(b, dfdx, m_v, size);
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b3Mul_Jacobian(b, m_v, size, Jx, m_springs, m_springCount);
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// Jx_v = dfdx * v
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b3Vec3* Jx_v = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
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// b3Mul(Jx_v, dfdx, v, size);
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b3Mul_Jacobian(Jx_v, m_v, size, Jx, m_springs, m_springCount);
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// b = h * (f0 + h * b)
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// Jx_v0y = dfdx * y
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b3Vec3* Jx_y = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
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// b3Mul(Jx_y, dfdx, y, size);
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b3Mul_Jacobian(Jx_y, m_y, size, Jx, m_springs, m_springCount);
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// b = h * (f0 + h * Jx_v + Jx_y )
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for (u32 i = 0; i < size; ++i)
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{
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b[i] = h * (m_f[i] + h * b[i]);
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b[i] = h * (m_f[i] + h * Jx_v[i] + Jx_y[i]);
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}
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m_allocator->Free(Jx_y);
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m_allocator->Free(Jx_v);
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// Solve Ax = b
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b3Vec3* z = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
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@ -436,27 +602,7 @@ void b3SpringCloth::Step(float32 h)
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b3Vec3* inv_P = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
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// Compute z
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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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z[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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z[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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b3Make_z(z, size, types, m_collisions);
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// dv = z
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b3Copy(dv, z, size);
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@ -543,7 +689,7 @@ void b3SpringCloth::Step(float32 h)
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// eps0 = dot( filter(b), P * filter(b) )
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b3Vec3* filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
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b3Filter(filter_b, b, size, types);
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b3Filter(filter_b, b, size, types, m_collisions);
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b3Vec3* P_filter_b = (b3Vec3*)m_allocator->Allocate(size * sizeof(b3Vec3));
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for (u32 i = 0; i < size; ++i)
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@ -560,7 +706,7 @@ void b3SpringCloth::Step(float32 h)
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// r = filter(b - Adv)
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b3Sub(r, b, Adv, size);
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b3Filter(r, r, size, types);
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b3Filter(r, r, size, types, m_collisions);
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// c = filter(P^-1 * r)
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for (u32 i = 0; i < m_massCount; ++i)
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@ -569,7 +715,7 @@ void b3SpringCloth::Step(float32 h)
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c[i][1] = inv_P[i][1] * r[i][1];
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c[i][2] = inv_P[i][2] * r[i][2];
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}
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b3Filter(c, c, size, types);
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b3Filter(c, c, size, types, m_collisions);
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// epsNew = dot(r, c)
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float32 epsNew = b3Dot(r, c, size);
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@ -577,10 +723,10 @@ void b3SpringCloth::Step(float32 h)
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// This is in [0, 1]
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// Making it smaller can increase accuracy, but it might increase the number
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// of iterations to be taken by the solver.
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const float32 kTol = 0.75f;
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const float32 kTol = 0.25f;
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// Limit number of iterations to prevent cycling.
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const u32 kMaxIters = 100;
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const u32 kMaxIters = 200;
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// Main iteration loop.
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u32 iter = 0;
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@ -589,7 +735,7 @@ void b3SpringCloth::Step(float32 h)
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// q = filter(A * c)
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// b3Mul(q, A, c, size);
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b3Mul_A(q, c, size, m_allocator, m_inv_m, h, Jx, Jv, m_springs, m_springCount);
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b3Filter(q, q, size, types);
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b3Filter(q, q, size, types, m_collisions);
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// alpha = epsNew / dot(c, q)
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float32 alpha = epsNew / b3Dot(c, q, size);
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@ -628,7 +774,7 @@ void b3SpringCloth::Step(float32 h)
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{
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c[i] = s[i] + beta * c[i];
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}
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b3Filter(c, c, size, types);
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b3Filter(c, c, size, types, m_collisions);
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++iter;
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}
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@ -639,7 +785,7 @@ void b3SpringCloth::Step(float32 h)
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for (u32 i = 0; i < m_massCount; ++i)
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{
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m_v[i] += dv[i];
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m_x[i] += h * m_v[i];
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m_x[i] += h * m_v[i] + m_y[i];
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}
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// Clear forces
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@ -648,6 +794,12 @@ void b3SpringCloth::Step(float32 h)
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m_f[i].SetZero();
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}
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// Clear position alteration
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for (u32 i = 0; i < m_massCount; ++i)
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{
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m_y[i].SetZero();
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}
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m_allocator->Free(inv_P);
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m_allocator->Free(P);
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m_allocator->Free(s);
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@ -672,6 +824,11 @@ void b3SpringCloth::Apply() const
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void b3SpringCloth::Draw(b3Draw* draw) const
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{
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for (u32 i = 0; i < m_sphereCount; ++i)
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{
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draw->DrawSolidSphere(m_spheres[i].vertex, m_spheres[i].radius, b3Color_white);
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}
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const b3Mesh* m = m_mesh;
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for (u32 i = 0; i < m->vertexCount; ++i)
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