use b3ClothMesh as a constant resource

This commit is contained in:
Irlan 2018-07-22 13:44:34 -03:00
parent 7060f513ad
commit bea108510f
6 changed files with 63 additions and 58 deletions

View File

@ -97,7 +97,7 @@ public:
{
Test::Step();
b3ClothMesh* mesh = m_cloth->GetMesh();
const b3ClothMesh* mesh = m_cloth->GetMesh();
b3StackArray<b3Vec3, 256> tension;
tension.Resize(mesh->vertexCount);
@ -124,9 +124,9 @@ public:
{
b3ClothMeshTriangle* t = m_rectangleClothMesh.triangles + i;
b3Vec3 v1 = mesh->particles[t->v1]->GetPosition();
b3Vec3 v2 = mesh->particles[t->v2]->GetPosition();
b3Vec3 v3 = mesh->particles[t->v3]->GetPosition();
b3Vec3 v1 = m_cloth->GetVertexParticle(t->v1)->GetPosition();
b3Vec3 v2 = m_cloth->GetVertexParticle(t->v2)->GetPosition();
b3Vec3 v3 = m_cloth->GetVertexParticle(t->v3)->GetPosition();
b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
b3Draw_draw->DrawSegment(v2, v3, b3Color_black);

View File

@ -63,9 +63,9 @@ public:
m_triangle = m_mesh->triangles + rayOut.triangle;
m_x = rayOut.fraction;
b3Particle* p1 = m_mesh->particles[m_triangle->v1];
b3Particle* p2 = m_mesh->particles[m_triangle->v2];
b3Particle* p3 = m_mesh->particles[m_triangle->v3];
b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
b3Vec3 v1 = p1->GetPosition();
b3Vec3 v2 = p2->GetPosition();
@ -151,13 +151,13 @@ public:
}
else
{
b3Particle* p1 = m_mesh->particles[m_triangle->v1];
b3Particle* p1 = m_cloth->GetVertexParticle(m_triangle->v1);
p1->ApplyTranslation(dx);
b3Particle* p2 = m_mesh->particles[m_triangle->v2];
b3Particle* p2 = m_cloth->GetVertexParticle(m_triangle->v2);
p2->ApplyTranslation(dx);
b3Particle* p3 = m_mesh->particles[m_triangle->v3];
b3Particle* p3 = m_cloth->GetVertexParticle(m_triangle->v3);
p3->ApplyTranslation(dx);
}
}
@ -166,8 +166,6 @@ public:
{
B3_ASSERT(IsDragging() == true);
m_cloth = nullptr;
if (m_spring)
{
m_cloth->DestroyForce(m_s1);
@ -177,24 +175,21 @@ public:
}
else
{
b3Particle* p1 = m_mesh->particles[m_triangle->v1];
p1->SetType(m_t1);
b3Particle* p2 = m_mesh->particles[m_triangle->v2];
p2->SetType(m_t2);
b3Particle* p3 = m_mesh->particles[m_triangle->v3];
p3->SetType(m_t3);
m_cloth->GetVertexParticle(m_triangle->v1)->SetType(m_t1);
m_cloth->GetVertexParticle(m_triangle->v2)->SetType(m_t2);
m_cloth->GetVertexParticle(m_triangle->v3)->SetType(m_t3);
}
m_cloth = nullptr;
}
b3Vec3 GetPointA() const
{
B3_ASSERT(IsDragging() == true);
b3Vec3 A = m_mesh->particles[m_triangle->v1]->GetPosition();
b3Vec3 B = m_mesh->particles[m_triangle->v2]->GetPosition();
b3Vec3 C = m_mesh->particles[m_triangle->v3]->GetPosition();
b3Vec3 A = m_cloth->GetVertexParticle(m_triangle->v1)->GetPosition();
b3Vec3 B = m_cloth->GetVertexParticle(m_triangle->v2)->GetPosition();
b3Vec3 C = m_cloth->GetVertexParticle(m_triangle->v3)->GetPosition();
return m_u * A + m_v * B + (1.0f - m_u - m_v) * C;
}
@ -212,7 +207,7 @@ private:
b3World* m_world;
b3Cloth* m_cloth;
b3ClothMesh* m_mesh;
const b3ClothMesh* m_mesh;
b3ClothMeshTriangle* m_triangle;
float32 m_u, m_v;

View File

@ -60,7 +60,7 @@ struct b3ClothDef
}
// Cloth mesh
b3ClothMesh* mesh;
const b3ClothMesh* mesh;
// Cloth density in kg/m^3
float32 density;
@ -106,7 +106,10 @@ public:
bool RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
// Return the cloth mesh proxy.
b3ClothMesh* GetMesh() const;
const b3ClothMesh* GetMesh() const;
// Return the particle associated with the given vertex.
b3Particle* GetVertexParticle(u32 i);
// Return the list of particles in this cloth.
const b3List2<b3Particle>& GetParticleList() const;
@ -148,8 +151,11 @@ private:
void Solve(float32 dt, const b3Vec3& gravity);
// Proxy mesh
b3ClothMesh* m_mesh;
const b3ClothMesh* m_mesh;
// Vertex particles
b3Particle** m_vertexParticles;
// Mesh density
float32 m_density;
@ -180,7 +186,7 @@ inline b3World* b3Cloth::GetWorld()
return m_world;
}
inline b3ClothMesh* b3Cloth::GetMesh() const
inline const b3ClothMesh* b3Cloth::GetMesh() const
{
return m_mesh;
}

View File

@ -22,8 +22,6 @@
#include <bounce/common/math/vec2.h>
#include <bounce/common/math/vec3.h>
class b3Particle;
struct b3ClothMeshTriangle
{
u32 v1, v2, v3;
@ -47,7 +45,6 @@ struct b3ClothMesh
{
u32 vertexCount;
b3Vec3* vertices;
b3Particle** particles;
u32 triangleCount;
b3ClothMeshTriangle* triangles;
u32 meshCount;

View File

@ -157,8 +157,10 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
m_world = world;
m_mesh = def.mesh;
m_density = def.density;
const b3ClothMesh* m = m_mesh;
b3ClothMesh* m = m_mesh;
m_vertexParticles = (b3Particle**)b3Alloc(m->vertexCount * sizeof(b3Particle*));
// Create particles
for (u32 i = 0; i < m->vertexCount; ++i)
@ -170,7 +172,8 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
b3Particle* p = CreateParticle(pd);
p->m_vertex = i;
m->particles[i] = p;
m_vertexParticles[i] = p;
}
// Compute mass
@ -192,8 +195,8 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
{
b3UniqueEdge* e = uniqueEdges + i;
b3Particle* p1 = m->particles[e->v1];
b3Particle* p2 = m->particles[e->v2];
b3Particle* p1 = m_vertexParticles[e->v1];
b3Particle* p2 = m_vertexParticles[e->v2];
b3SpringForceDef fd;
fd.Initialize(p1, p2, def.structural, def.damping);
@ -206,10 +209,10 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
{
b3SharedEdge* e = sharedEdges + i;
b3Particle* p1 = m->particles[e->v1];
b3Particle* p2 = m->particles[e->v2];
b3Particle* p3 = m->particles[e->nsv1];
b3Particle* p4 = m->particles[e->nsv2];
b3Particle* p1 = m_vertexParticles[e->v1];
b3Particle* p2 = m_vertexParticles[e->v2];
b3Particle* p3 = m_vertexParticles[e->nsv1];
b3Particle* p4 = m_vertexParticles[e->nsv2];
b3BendForceDef fd;
fd.Initialize(p1, p2, p3, p4, def.bending, def.damping);
@ -225,8 +228,8 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeo
{
b3ClothMeshSewingLine* line = m->sewingLines + i;
b3Particle* p1 = m->particles[line->v1];
b3Particle* p2 = m->particles[line->v2];
b3Particle* p1 = m_vertexParticles[line->v1];
b3Particle* p2 = m_vertexParticles[line->v2];
b3SpringForceDef fd;
fd.Initialize(p1, p2, def.structural, def.damping);
@ -245,6 +248,8 @@ b3Cloth::~b3Cloth()
p0->~b3Particle();
}
b3Free(m_vertexParticles);
b3Force* f = m_forceList.m_head;
while (f)
{
@ -267,7 +272,7 @@ void b3Cloth::DestroyParticle(b3Particle* particle)
{
if (particle->m_vertex != ~0)
{
m_mesh->particles[particle->m_vertex] = NULL;
m_vertexParticles[particle->m_vertex] = NULL;
}
m_particleList.Remove(particle);
@ -298,6 +303,12 @@ float32 b3Cloth::GetEnergy() const
return 0.5f * E;
}
b3Particle* b3Cloth::GetVertexParticle(u32 i)
{
B3_ASSERT(i < m_mesh->vertexCount);
return m_vertexParticles[i];
}
void b3Cloth::ComputeMass()
{
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
@ -322,9 +333,9 @@ void b3Cloth::ComputeMass()
float32 mass = rho * area;
b3Particle* p1 = m_mesh->particles[triangle->v1];
b3Particle* p2 = m_mesh->particles[triangle->v2];
b3Particle* p3 = m_mesh->particles[triangle->v3];
b3Particle* p1 = m_vertexParticles[triangle->v1];
b3Particle* p2 = m_vertexParticles[triangle->v2];
b3Particle* p3 = m_vertexParticles[triangle->v3];
p1->m_mass += inv3 * mass;
p2->m_mass += inv3 * mass;
@ -408,9 +419,9 @@ bool b3Cloth::RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32
B3_ASSERT(triangleIndex < m_mesh->triangleCount);
b3ClothMeshTriangle* triangle = m_mesh->triangles + triangleIndex;
b3Vec3 v1 = m_mesh->particles[triangle->v1]->m_position;
b3Vec3 v2 = m_mesh->particles[triangle->v2]->m_position;
b3Vec3 v3 = m_mesh->particles[triangle->v3]->m_position;
b3Vec3 v1 = m_vertexParticles[triangle->v1]->m_position;
b3Vec3 v2 = m_vertexParticles[triangle->v2]->m_position;
b3Vec3 v3 = m_vertexParticles[triangle->v3]->m_position;
b3Vec3 p1 = input->p1;
b3Vec3 p2 = input->p2;
@ -773,8 +784,8 @@ void b3Cloth::Draw() const
for (u32 i = 0; i < m->sewingLineCount; ++i)
{
b3ClothMeshSewingLine* s = m->sewingLines + i;
b3Particle* p1 = m->particles[s->v1];
b3Particle* p2 = m->particles[s->v2];
b3Particle* p1 = m_vertexParticles[s->v1];
b3Particle* p2 = m_vertexParticles[s->v2];
b3Draw_draw->DrawSegment(p1->m_position, p2->m_position, b3Color_white);
}
@ -783,9 +794,9 @@ void b3Cloth::Draw() const
{
b3ClothMeshTriangle* t = m->triangles + i;
b3Particle* p1 = m->particles[t->v1];
b3Particle* p2 = m->particles[t->v2];
b3Particle* p3 = m->particles[t->v3];
b3Particle* p1 = m_vertexParticles[t->v1];
b3Particle* p2 = m_vertexParticles[t->v2];
b3Particle* p3 = m_vertexParticles[t->v3];
b3Vec3 v1 = p1->m_position;
b3Vec3 v2 = p2->m_position;

View File

@ -25,7 +25,6 @@ b3GarmentClothMesh::b3GarmentClothMesh()
{
vertexCount = 0;
vertices = nullptr;
particles = nullptr;
triangleCount = 0;
triangles = nullptr;
meshCount = 0;
@ -37,7 +36,6 @@ b3GarmentClothMesh::b3GarmentClothMesh()
b3GarmentClothMesh::~b3GarmentClothMesh()
{
b3Free(vertices);
b3Free(particles);
b3Free(triangles);
b3Free(meshes);
b3Free(sewingLines);
@ -51,9 +49,7 @@ void b3GarmentClothMesh::Set(const b3GarmentMesh* garment)
vertexCount += garment->meshes[i].vertexCount;
}
vertices = (b3Vec3*)b3Alloc(vertexCount * sizeof(b3Vec3));
particles = (b3Particle**)b3Alloc(vertexCount * sizeof(b3Particle*));
memset(particles, 0, vertexCount * sizeof(b3Particle*));
B3_ASSERT(triangleCount == 0);
for (u32 i = 0; i < garment->meshCount; ++i)
{