maintain the upper triangle of A, external particle/force creation/destruction, particle force abstraction, testbed update
This commit is contained in:
@ -58,18 +58,17 @@
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#include <bounce/dynamics/rope/rope.h>
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#include <bounce/garment/sewing_pattern.h>
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#include <bounce/garment/garment.h>
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#include <bounce/garment/garment_mesh.h>
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#include <bounce/dynamics/cloth/cloth_mesh.h>
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#include <bounce/dynamics/cloth/cloth.h>
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#include <bounce/dynamics/cloth/particle.h>
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#include <bounce/dynamics/cloth/spring_force.h>
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#include <bounce/dynamics/body.h>
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//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
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//#include <bounce/dynamics/tree/joints/tree_prismatic_joint.h>
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//#include <bounce/dynamics/tree/joints/tree_revolute_joint.h>
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//#include <bounce/dynamics/tree/joints/tree_spherical_joint.h>
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//#include <bounce/dynamics/tree/tree_body.h>
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//#include <bounce/dynamics/tree/body_tree.h>
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#include <bounce/dynamics/world.h>
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#include <bounce/dynamics/world_listeners.h>
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@ -21,153 +21,66 @@
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#include <bounce/common/math/transform.h>
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#include <bounce/common/template/list.h>
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#include <bounce/common/memory/block_pool.h>
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class b3StackAllocator;
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class b3World;
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class b3Shape;
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class b3Particle;
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class b3Force;
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struct b3ParticleDef;
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struct b3ForceDef;
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struct b3ClothMesh;
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// Cloth mesh definition
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struct b3RayCastInput;
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struct b3ClothRayCastOutput
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{
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u32 triangle; // intersected triangle
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b3Vec3 point; // intersection point on surface
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b3Vec3 normal; // surface normal of intersection
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float32 fraction; // time of intersection on segment
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};
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// Cloth definition
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// This requires defining a cloth mesh which is typically bound to a render mesh
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struct b3ClothDef
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{
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b3ClothDef()
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{
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mesh = nullptr;
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density = 0.0f;
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r = 0.05f;
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ks = 0.0f;
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kb = 0.0f;
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kd = 0.0f;
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radius = 0.05f;
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structural = 0.0f;
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bending = 0.0f;
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damping = 0.0f;
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}
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// Cloth proxy mesh
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// Cloth mesh
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b3ClothMesh* mesh;
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// Radius
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// This should be a small value. It can be used for correcting visual artifacts when
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// the masses are colliding against a solid.
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float32 r;
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float32 radius;
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// Cloth density in kg/m^3
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float32 density;
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// Streching stiffness
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float32 ks;
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// Structural stiffness
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float32 structural;
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// Bending stiffness
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float32 kb;
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float32 bending;
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// Damping stiffness
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float32 kd;
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float32 damping;
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};
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// Static particle: Has zero mass, can be moved manually.
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// Kinematic particle: Has zero mass, non-zero velocity, can be moved by the solver.
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// Dynamic particle: Has non-zero mass, non-zero velocity determined by force, can be moved by the solver.
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enum b3ParticleType
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{
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e_staticParticle,
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e_kinematicParticle,
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e_dynamicParticle
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};
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// Read-only particle
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struct b3Particle
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{
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// Type
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b3ParticleType type;
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// Position
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b3Vec3 position;
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// Velocity
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b3Vec3 velocity;
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// Applied external force
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b3Vec3 force;
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// Mass
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float32 mass;
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// Inverse mass
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float32 invMass;
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// Radius
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float32 radius;
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// User data.
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void* userData;
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// Applied external translation
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b3Vec3 translation;
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// Solver temp
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// Identifier
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u32 solverId;
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// Solution
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b3Vec3 x;
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};
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// Spring types
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enum b3SpringType
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{
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e_strechSpring,
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e_bendSpring,
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};
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struct b3ClothSolverData;
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// Read-only spring
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struct b3Spring
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{
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// Solver shared
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// Spring type
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b3SpringType type;
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// Particle 1
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b3Particle* p1;
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// Particle 2
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b3Particle* p2;
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// Rest length
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float32 L0;
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// Structural stiffness
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float32 ks;
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// Damping stiffness
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float32 kd;
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// Solver temp
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// Force (f_i entry)
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b3Vec3 f;
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// Jacobian (J_ii entry)
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b3Mat33 Jx, Jv;
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// Initialize forces and its derivatives.
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void InitializeForces(const b3ClothSolverData* data);
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};
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// Read-only body contact between a particle and a solid
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struct b3BodyContact
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{
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b3Particle* p1;
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b3Shape* s2;
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float32 s;
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b3Vec3 n, t1, t2;
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float32 Fn, Ft1, Ft2;
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bool n_active, t1_active, t2_active;
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};
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// A cloth represents a deformable surface/mesh.
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// b3Cloth simulates this surface motion using particles and springs.
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// A cloth represents a deformable surface as a collection of particles.
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// Particles may be connected with each other.
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class b3Cloth
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{
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public:
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@ -175,37 +88,33 @@ public:
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const b3World* GetWorld() const;
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b3World* GetWorld();
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// Return the cloth mesh used to initialize this cloth.
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// Create a particle.
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b3Particle* CreateParticle(const b3ParticleDef& def);
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// Destroy a particle
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void DestroyParticle(b3Particle* particle);
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// Create a force.
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b3Force* CreateForce(const b3ForceDef& def);
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// Destroy a force.
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void DestroyForce(b3Force* force);
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// Perform a ray cast with the cloth.
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bool RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input) const;
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// Perform a ray cast with a given cloth mesh triangle.
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bool RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Return the cloth mesh proxy.
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b3ClothMesh* GetMesh() const;
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// Return the number of particles in this cloth.
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u32 GetParticleCount() const;
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// Return the list of particles in this cloth.
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const b3List2<b3Particle>& GetParticleList() const;
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// Return the particle at a given index in this cloth.
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b3Particle* GetParticle(u32 i) const;
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// Convenience function.
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// Return the index of a given particle.
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u32 GetParticleIndex(const b3Particle* p) const;
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// Return the list of forces in this cloth.
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const b3List2<b3Force>& GetForceList() const;
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// Set the type of a given particle.
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void SetType(b3Particle* p, b3ParticleType type);
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// Set the velocity of a given particle.
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void SetVelocity(b3Particle* p, const b3Vec3& velocity);
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// Apply a force to a given particle.
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void ApplyForce(b3Particle* p, const b3Vec3& force);
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// Apply a translation to a given particle.
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void ApplyTranslation(b3Particle* p, const b3Vec3& translation);
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// Return the number of springs in this cloth.
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u32 GetSpringCount() const;
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// Return the spring at a given index in this cloth.
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b3Spring* GetSpring(u32 i) const;
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// Return the kinetic (or dynamic) energy in this system.
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float32 GetEnergy() const;
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@ -228,11 +137,12 @@ private:
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b3Cloth(const b3ClothDef& def, b3World* world);
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~b3Cloth();
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// Perform a time step. Called only inside b3World.
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// Perform a time step.
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// Called only inside b3World.
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void Step(float32 dt, const b3Vec3& gravity);
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// Compute mass of each particle.
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void ResetMass();
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void ComputeMass();
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// Update contacts.
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// This is where some contacts might be initiated or terminated.
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@ -241,19 +151,18 @@ private:
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// Solve
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void Solve(float32 dt, const b3Vec3& gravity);
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b3StackAllocator* m_allocator;
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// Proxy mesh
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b3ClothMesh* m_mesh;
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float32 m_density;
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u32 m_particleCount;
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b3Particle* m_particles;
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// Particle pool
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b3BlockPool m_particleBlocks;
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u32 m_springCount;
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b3Spring* m_springs;
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b3BodyContact* m_contacts;
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//u32 m_contactCount;
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// List of particles
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b3List2<b3Particle> m_particleList;
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// List of forces
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b3List2<b3Force> m_forceList;
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// The parent world of this cloth.
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b3World* m_world;
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@ -278,87 +187,14 @@ inline b3ClothMesh* b3Cloth::GetMesh() const
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return m_mesh;
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}
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inline u32 b3Cloth::GetParticleCount() const
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inline const b3List2<b3Particle>& b3Cloth::GetParticleList() const
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{
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return m_particleCount;
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return m_particleList;
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}
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inline b3Particle* b3Cloth::GetParticle(u32 i) const
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inline const b3List2<b3Force>& b3Cloth::GetForceList() const
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{
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B3_ASSERT(i < m_particleCount);
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return m_particles + i;
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}
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inline u32 b3Cloth::GetParticleIndex(const b3Particle* p) const
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{
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return u32(p - m_particles);
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}
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inline void b3Cloth::SetType(b3Particle* p, b3ParticleType type)
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{
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if (p->type == type)
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{
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return;
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}
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p->type = type;
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p->force.SetZero();
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if (type == e_staticParticle)
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{
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p->velocity.SetZero();
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p->translation.SetZero();
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u32 ip = u32(p - m_particles);
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m_contacts[ip].n_active = false;
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m_contacts[ip].t1_active = false;
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m_contacts[ip].t2_active = false;
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}
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}
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inline void b3Cloth::SetVelocity(b3Particle* p, const b3Vec3& velocity)
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{
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if (p->type == e_staticParticle)
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{
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return;
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}
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p->velocity = velocity;
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}
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inline void b3Cloth::ApplyForce(b3Particle* p, const b3Vec3& force)
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{
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if (p->type != e_dynamicParticle)
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{
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return;
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}
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p->force += force;
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}
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inline void b3Cloth::ApplyTranslation(b3Particle* p, const b3Vec3& translation)
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{
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p->translation += translation;
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}
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inline u32 b3Cloth::GetSpringCount() const
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{
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return m_springCount;
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}
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inline b3Spring* b3Cloth::GetSpring(u32 i) const
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{
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B3_ASSERT(i < m_springCount);
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return m_springs + i;
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}
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inline float32 b3Cloth::GetEnergy() const
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{
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float32 E = 0.0f;
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for (u32 i = 0; i < m_particleCount; ++i)
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{
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E += m_particles[i].mass * b3Dot(m_particles[i].velocity, m_particles[i].velocity);
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}
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return 0.5f * E;
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return m_forceList;
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}
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inline const b3Cloth* b3Cloth::GetNext() const
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@ -41,10 +41,13 @@ struct b3ClothMeshSewingLine
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u32 v1, v2;
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};
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class b3Particle;
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struct b3ClothMesh
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{
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u32 vertexCount;
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b3Vec3* vertices;
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b3Particle** particles;
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u32 triangleCount;
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b3ClothMeshTriangle* triangles;
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u32 meshCount;
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@ -61,8 +64,7 @@ struct b3GarmentClothMesh : public b3ClothMesh
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b3GarmentClothMesh();
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~b3GarmentClothMesh();
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// Maps a given garment mesh to this mesh.
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// This garment mesh must be empty.
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// Set this mesh from a 2D garment mesh.
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void Set(const b3GarmentMesh* garment);
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};
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@ -22,23 +22,22 @@
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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 b3StackAllocator;
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struct b3DenseVec3;
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struct b3DiagMat33;
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struct b3SparseMat33;
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struct b3SolverSparseMat33;
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struct b3SparseSymMat33;
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struct b3SymMat33;
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struct b3Particle;
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struct b3Spring;
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class b3Particle;
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class b3Force;
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struct b3BodyContact;
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class b3Shape;
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class b3StackAllocator;
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struct b3ClothSolverDef
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{
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b3StackAllocator* stack;
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u32 particleCapacity;
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u32 springCapacity;
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u32 forceCapacity;
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u32 contactCapacity;
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};
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@ -47,17 +46,12 @@ struct b3ClothSolverData
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b3Vec3* x;
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b3Vec3* v;
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b3Vec3* f;
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b3SymMat33* dfdx;
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b3SymMat33* dfdv;
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float32 dt;
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float32 invdt;
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};
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struct b3SpringForce
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{
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u32 i1, i2;
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b3Vec3 f;
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b3Mat33 Jx, Jv;
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};
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struct b3AccelerationConstraint
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{
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u32 i1;
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@ -65,6 +59,45 @@ struct b3AccelerationConstraint
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b3Vec3 p, q, z;
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};
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struct b3SymMat33
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{
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b3SymMat33(b3StackAllocator* a, u32 m, u32 n)
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{
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allocator = a;
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M = m;
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N = n;
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values = (b3Mat33*)b3Alloc(M * N * sizeof(b3Mat33));
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}
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~b3SymMat33()
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{
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b3Free(values);
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}
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b3Mat33& operator()(u32 i, u32 j)
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{
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return values[i * N + j];
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}
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const b3Mat33& operator()(u32 i, u32 j) const
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{
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return values[i * N + j];
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}
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void SetZero()
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{
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for (u32 v = 0; v < M * N; ++v)
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{
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values[v].SetZero();
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}
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}
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u32 M;
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u32 N;
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b3Mat33* values;
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b3StackAllocator* allocator;
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};
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class b3ClothSolver
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{
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public:
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@ -72,7 +105,7 @@ public:
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~b3ClothSolver();
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void Add(b3Particle* p);
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void Add(b3Spring* s);
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void Add(b3Force* f);
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void Add(b3BodyContact* c);
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void Solve(float32 dt, const b3Vec3& gravity);
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@ -80,17 +113,20 @@ private:
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// Initialize forces.
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void InitializeForces();
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// Apply forces.
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void ApplyForces();
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// Initialize constraints.
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void InitializeConstraints();
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// Compute A and b in Ax = b
|
||||
void Compute_A_b(b3SolverSparseMat33& A, b3DenseVec3& b, const b3DenseVec3& f, const b3DenseVec3& x, const b3DenseVec3& v, const b3DenseVec3& y) const;
|
||||
void Compute_A_b(b3SparseSymMat33& A, b3DenseVec3& b, const b3DenseVec3& f, const b3DenseVec3& x, const b3DenseVec3& v, const b3DenseVec3& y) const;
|
||||
|
||||
// Compute S and z.
|
||||
void Compute_S_z(b3DiagMat33& S, b3DenseVec3& z);
|
||||
|
||||
// Solve Ax = b.
|
||||
void Solve(b3DenseVec3& x, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
|
||||
void Solve(b3DenseVec3& x, u32& iterations, const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const;
|
||||
|
||||
b3StackAllocator* m_allocator;
|
||||
|
||||
@ -98,9 +134,9 @@ private:
|
||||
u32 m_particleCount;
|
||||
b3Particle** m_particles;
|
||||
|
||||
u32 m_springCapacity;
|
||||
u32 m_springCount;
|
||||
b3Spring** m_springs;
|
||||
u32 m_forceCapacity;
|
||||
u32 m_forceCount;
|
||||
b3Force** m_forces;
|
||||
|
||||
u32 m_contactCapacity;
|
||||
u32 m_contactCount;
|
||||
|
87
include/bounce/dynamics/cloth/force.h
Normal file
87
include/bounce/dynamics/cloth/force.h
Normal file
@ -0,0 +1,87 @@
|
||||
/*
|
||||
* 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_FORCE_H
|
||||
#define B3_FORCE_H
|
||||
|
||||
#include <bounce/common/math/transform.h>
|
||||
#include <bounce/common/template/list.h>
|
||||
|
||||
struct b3ClothSolverData;
|
||||
|
||||
class b3Particle;
|
||||
|
||||
// Force types
|
||||
enum b3ForceType
|
||||
{
|
||||
e_springForce,
|
||||
};
|
||||
|
||||
struct b3ForceDef
|
||||
{
|
||||
b3ForceType type;
|
||||
};
|
||||
|
||||
//
|
||||
class b3Force
|
||||
{
|
||||
public:
|
||||
//
|
||||
b3ForceType GetType() const;
|
||||
|
||||
//
|
||||
b3Force* GetNext();
|
||||
protected:
|
||||
friend class b3List2<b3Force>;
|
||||
friend class b3Cloth;
|
||||
friend class b3ClothSolver;
|
||||
friend class b3Particle;
|
||||
friend class b3Force;
|
||||
|
||||
static b3Force* Create(const b3ForceDef* def);
|
||||
static void Destroy(b3Force* f);
|
||||
|
||||
b3Force() { }
|
||||
virtual ~b3Force() { }
|
||||
|
||||
virtual void Initialize(const b3ClothSolverData* data) = 0;
|
||||
virtual void Apply(const b3ClothSolverData* data) = 0;
|
||||
|
||||
// Solver shared
|
||||
|
||||
// Force type
|
||||
b3ForceType m_type;
|
||||
|
||||
//
|
||||
b3Force* m_prev;
|
||||
|
||||
//
|
||||
b3Force* m_next;
|
||||
};
|
||||
|
||||
inline b3ForceType b3Force::GetType() const
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
inline b3Force* b3Force::GetNext()
|
||||
{
|
||||
return m_next;
|
||||
}
|
||||
|
||||
#endif
|
226
include/bounce/dynamics/cloth/particle.h
Normal file
226
include/bounce/dynamics/cloth/particle.h
Normal file
@ -0,0 +1,226 @@
|
||||
/*
|
||||
* 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_PARTICLE_H
|
||||
#define B3_PARTICLE_H
|
||||
|
||||
#include <bounce/common/math/transform.h>
|
||||
#include <bounce/common/template/list.h>
|
||||
|
||||
class b3Shape;
|
||||
class b3Cloth;
|
||||
class b3Particle;
|
||||
|
||||
// Static particle: Can be moved manually.
|
||||
// Kinematic particle: Non-zero velocity, can be moved by the solver.
|
||||
// Dynamic particle: Non-zero velocity determined by force, can be moved by the solver.
|
||||
enum b3ParticleType
|
||||
{
|
||||
e_staticParticle,
|
||||
e_kinematicParticle,
|
||||
e_dynamicParticle
|
||||
};
|
||||
|
||||
//
|
||||
struct b3ParticleDef
|
||||
{
|
||||
b3ParticleDef()
|
||||
{
|
||||
type = e_staticParticle;
|
||||
position.SetZero();
|
||||
velocity.SetZero();
|
||||
force.SetZero();
|
||||
radius = 0.0f;
|
||||
userData = nullptr;
|
||||
}
|
||||
|
||||
b3ParticleType type;
|
||||
b3Vec3 position;
|
||||
b3Vec3 velocity;
|
||||
b3Vec3 force;
|
||||
float32 radius;
|
||||
void* userData;
|
||||
};
|
||||
|
||||
// A contact between a particle and a solid
|
||||
struct b3BodyContact
|
||||
{
|
||||
b3Particle* p1;
|
||||
b3Shape* s2;
|
||||
float32 s;
|
||||
b3Vec3 n, t1, t2;
|
||||
float32 Fn, Ft1, Ft2;
|
||||
bool n_active, t1_active, t2_active;
|
||||
};
|
||||
|
||||
// A cloth particle.
|
||||
class b3Particle
|
||||
{
|
||||
public:
|
||||
// Set the particle type.
|
||||
void SetType(b3ParticleType type);
|
||||
|
||||
// Get the particle type.
|
||||
b3ParticleType GetType() const;
|
||||
|
||||
// Get the vertex index.
|
||||
u32 GetVertex() const;
|
||||
|
||||
// Get the particle position.
|
||||
const b3Vec3& GetPosition() const;
|
||||
|
||||
// Set the particle velocity.
|
||||
void SetVelocity(const b3Vec3& velocity);
|
||||
|
||||
// Get the particle velocity.
|
||||
const b3Vec3& GetVelocity() const;
|
||||
|
||||
// Get the particle mass.
|
||||
float32 GetMass() const;
|
||||
|
||||
// Get the particle radius;
|
||||
float32 GetRadius() const;
|
||||
|
||||
// Apply a force.
|
||||
void ApplyForce(const b3Vec3& force);
|
||||
|
||||
// Apply a translation.
|
||||
void ApplyTranslation(const b3Vec3& translation);
|
||||
|
||||
// Get the next particle.
|
||||
b3Particle* GetNext();
|
||||
private:
|
||||
friend class b3List2<b3Particle>;
|
||||
friend class b3Cloth;
|
||||
friend class b3ClothSolver;
|
||||
friend class b3Force;
|
||||
friend class b3SpringForce;
|
||||
|
||||
b3Particle(const b3ParticleDef& def, b3Cloth* cloth);
|
||||
~b3Particle();
|
||||
|
||||
// Type
|
||||
b3ParticleType m_type;
|
||||
|
||||
// Position
|
||||
b3Vec3 m_position;
|
||||
|
||||
// Velocity
|
||||
b3Vec3 m_velocity;
|
||||
|
||||
// Applied external force
|
||||
b3Vec3 m_force;
|
||||
|
||||
// Mass
|
||||
float32 m_mass;
|
||||
|
||||
// Inverse mass
|
||||
float32 m_invMass;
|
||||
|
||||
// Radius
|
||||
float32 m_radius;
|
||||
|
||||
// User data.
|
||||
void* m_userData;
|
||||
|
||||
// Cloth mesh vertex index.
|
||||
u32 m_vertex;
|
||||
|
||||
// Applied external translation
|
||||
b3Vec3 m_translation;
|
||||
|
||||
// Contact
|
||||
b3BodyContact m_contact;
|
||||
|
||||
// Solver temp
|
||||
|
||||
// Identifier
|
||||
u32 m_solverId;
|
||||
|
||||
// Solution
|
||||
b3Vec3 m_x;
|
||||
|
||||
//
|
||||
b3Cloth* m_cloth;
|
||||
|
||||
//
|
||||
b3Particle* m_prev;
|
||||
|
||||
//
|
||||
b3Particle* m_next;
|
||||
};
|
||||
|
||||
inline b3ParticleType b3Particle::GetType() const
|
||||
{
|
||||
return m_type;
|
||||
}
|
||||
|
||||
inline u32 b3Particle::GetVertex() const
|
||||
{
|
||||
return m_vertex;
|
||||
}
|
||||
|
||||
inline const b3Vec3& b3Particle::GetPosition() const
|
||||
{
|
||||
return m_position;
|
||||
}
|
||||
|
||||
inline void b3Particle::SetVelocity(const b3Vec3& velocity)
|
||||
{
|
||||
if (m_type == e_staticParticle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_velocity = velocity;
|
||||
}
|
||||
|
||||
inline const b3Vec3& b3Particle::GetVelocity() const
|
||||
{
|
||||
return m_velocity;
|
||||
}
|
||||
|
||||
inline float32 b3Particle::GetMass() const
|
||||
{
|
||||
return m_mass;
|
||||
}
|
||||
|
||||
inline float32 b3Particle::GetRadius() const
|
||||
{
|
||||
return m_radius;
|
||||
}
|
||||
|
||||
inline void b3Particle::ApplyForce(const b3Vec3& force)
|
||||
{
|
||||
if (m_type != e_dynamicParticle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_force += force;
|
||||
}
|
||||
|
||||
inline void b3Particle::ApplyTranslation(const b3Vec3& translation)
|
||||
{
|
||||
m_translation += translation;
|
||||
}
|
||||
|
||||
inline b3Particle* b3Particle::GetNext()
|
||||
{
|
||||
return m_next;
|
||||
}
|
||||
|
||||
#endif
|
@ -1,154 +0,0 @@
|
||||
/*
|
||||
* 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_SPARSE_MAT_33_H
|
||||
#define B3_SPARSE_MAT_33_H
|
||||
|
||||
#include <bounce/common/math/mat33.h>
|
||||
#include <bounce/dynamics/cloth/diag_mat33.h>
|
||||
#include <bounce/dynamics/cloth/dense_vec3.h>
|
||||
|
||||
// A static sparse matrix stored in Compressed Sparse Row (CSR) format.
|
||||
// It's efficient when using in iterative solvers such as CG method, where
|
||||
// the coefficient matrix must be multiplied with a vector at each iteration.
|
||||
// See https://en.wikipedia.org/wiki/Sparse_matrix
|
||||
struct b3SparseMat33
|
||||
{
|
||||
b3SparseMat33() { }
|
||||
|
||||
b3SparseMat33(u32 _M, u32 _N,
|
||||
u32 _valueCount, b3Mat33* _values,
|
||||
u32* _row_ptrs, u32* _cols)
|
||||
{
|
||||
M = _M;
|
||||
N = _N;
|
||||
|
||||
values = _values;
|
||||
valueCount = _valueCount;
|
||||
|
||||
row_ptrs = _row_ptrs;
|
||||
cols = _cols;
|
||||
}
|
||||
|
||||
~b3SparseMat33()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Output any given row of the original matrix.
|
||||
// The given buffer must have size of greater or equal than M.
|
||||
void AssembleRow(b3Mat33* out, u32 row) const;
|
||||
|
||||
// Decompresses this matrix into its original form.
|
||||
// The output matrix is stored in row-major order.
|
||||
// The given buffer must have size of greater or equal than M * N.
|
||||
void AssembleMatrix(b3Mat33* out) const;
|
||||
|
||||
// Output the block diagonal part of the original matrix.
|
||||
// This matrix must be a square matrix.
|
||||
// The given buffer must have size of greater or equal than M.
|
||||
void AssembleDiagonal(b3DiagMat33& out) const;
|
||||
|
||||
// Dimensions of the original 2D matrix
|
||||
u32 M;
|
||||
u32 N;
|
||||
|
||||
// Non-zero values
|
||||
b3Mat33* values;
|
||||
u32 valueCount;
|
||||
|
||||
// Sparsity structure
|
||||
u32* row_ptrs; // pointers to the first non-zero value of each row (size is M + 1)
|
||||
u32* cols; // column indices for each non-zero value (size is valueCount)
|
||||
};
|
||||
|
||||
inline void b3SparseMat33::AssembleRow(b3Mat33* out, u32 row) const
|
||||
{
|
||||
B3_ASSERT(row < M + 1);
|
||||
|
||||
// Start with zero row
|
||||
for (u32 i = 0; i < N; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
|
||||
for (u32 i = row_ptrs[row]; i < row_ptrs[row + 1]; ++i)
|
||||
{
|
||||
u32 col = cols[i];
|
||||
|
||||
out[col] = values[i];
|
||||
}
|
||||
}
|
||||
|
||||
inline void b3SparseMat33::AssembleMatrix(b3Mat33* out) const
|
||||
{
|
||||
for (u32 i = 0; i < M; ++i)
|
||||
{
|
||||
AssembleRow(out + i * N, i);
|
||||
}
|
||||
}
|
||||
|
||||
inline void b3SparseMat33::AssembleDiagonal(b3DiagMat33& out) const
|
||||
{
|
||||
B3_ASSERT(M == N);
|
||||
|
||||
for (u32 row = 0; row < M; ++row)
|
||||
{
|
||||
out[row].SetZero();
|
||||
|
||||
for (u32 row_ptr = row_ptrs[row]; row_ptr < row_ptrs[row + 1]; ++row_ptr)
|
||||
{
|
||||
if (cols[row_ptr] > row)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (cols[row_ptr] == row)
|
||||
{
|
||||
out[row] = values[row_ptr];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void b3Mul(b3DenseVec3& out, const b3SparseMat33& A, const b3DenseVec3& v)
|
||||
{
|
||||
B3_ASSERT(A.N == out.n);
|
||||
|
||||
for (u32 row = 0; row < A.N; ++row)
|
||||
{
|
||||
out[row].SetZero();
|
||||
|
||||
for (u32 j = A.row_ptrs[row]; j < A.row_ptrs[row + 1]; ++j)
|
||||
{
|
||||
u32 col = A.cols[j];
|
||||
|
||||
out[row] += A.values[j] * v[col];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline b3DenseVec3 operator*(const b3SparseMat33& A, const b3DenseVec3& v)
|
||||
{
|
||||
b3DenseVec3 result(v.n);
|
||||
b3Mul(result, A, v);
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif
|
236
include/bounce/dynamics/cloth/sparse_sym_mat33.h
Normal file
236
include/bounce/dynamics/cloth/sparse_sym_mat33.h
Normal file
@ -0,0 +1,236 @@
|
||||
/*
|
||||
* 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_SPARSE_SYM_MAT_33_H
|
||||
#define B3_SPARSE_SYM_MAT_33_H
|
||||
|
||||
#include <bounce/common/memory/stack_allocator.h>
|
||||
#include <bounce/common/math/mat33.h>
|
||||
#include <bounce/dynamics/cloth/diag_mat33.h>
|
||||
#include <bounce/dynamics/cloth/dense_vec3.h>
|
||||
|
||||
struct b3SparseSymMat33
|
||||
{
|
||||
//
|
||||
b3SparseSymMat33(b3StackAllocator* a, u32 m, u32 n);
|
||||
|
||||
//
|
||||
~b3SparseSymMat33();
|
||||
|
||||
//
|
||||
b3Mat33& operator()(u32 i, u32 j);
|
||||
|
||||
//
|
||||
const b3Mat33& operator()(u32 i, u32 j) const;
|
||||
|
||||
//
|
||||
void Diagonal(b3DiagMat33& out) const;
|
||||
|
||||
//
|
||||
|
||||
b3StackAllocator* allocator;
|
||||
u32 M;
|
||||
u32 N;
|
||||
u32* row_ptrs;
|
||||
u32 value_capacity;
|
||||
u32 value_count;
|
||||
b3Mat33* values;
|
||||
u32* value_columns;
|
||||
};
|
||||
|
||||
inline b3SparseSymMat33::b3SparseSymMat33(b3StackAllocator* a, u32 m, u32 n)
|
||||
{
|
||||
B3_ASSERT(m == n);
|
||||
allocator = a;
|
||||
M = m;
|
||||
N = n;
|
||||
row_ptrs = (u32*)allocator->Allocate((M + 1) * sizeof(u32));
|
||||
memset(row_ptrs, 0, (M + 1) * sizeof(u32));
|
||||
value_count = 0;
|
||||
value_capacity = n * (n + 1) / 2;
|
||||
values = (b3Mat33*)allocator->Allocate(value_capacity * sizeof(b3Mat33));
|
||||
value_columns = (u32*)allocator->Allocate(value_capacity * sizeof(u32));
|
||||
}
|
||||
|
||||
inline b3SparseSymMat33::~b3SparseSymMat33()
|
||||
{
|
||||
allocator->Free(value_columns);
|
||||
allocator->Free(values);
|
||||
allocator->Free(row_ptrs);
|
||||
}
|
||||
|
||||
inline const b3Mat33& b3SparseSymMat33::operator()(u32 i, u32 j) const
|
||||
{
|
||||
B3_ASSERT(i < M);
|
||||
B3_ASSERT(j < N);
|
||||
|
||||
// Ensure i, and j is on the upper triangle
|
||||
if (i > j)
|
||||
{
|
||||
b3Swap(i, j);
|
||||
}
|
||||
|
||||
u32 row_value_begin = row_ptrs[i];
|
||||
u32 row_value_count = row_ptrs[i + 1] - row_value_begin;
|
||||
|
||||
for (u32 row_value = 0; row_value < row_value_count; ++row_value)
|
||||
{
|
||||
u32 row_value_index = row_value_begin + row_value;
|
||||
u32 row_value_column = value_columns[row_value_index];
|
||||
|
||||
if (row_value_column == j)
|
||||
{
|
||||
return values[row_value_index];
|
||||
}
|
||||
}
|
||||
|
||||
return b3Mat33_zero;
|
||||
}
|
||||
|
||||
inline b3Mat33& b3SparseSymMat33::operator()(u32 i, u32 j)
|
||||
{
|
||||
B3_ASSERT(i < M);
|
||||
B3_ASSERT(j < N);
|
||||
|
||||
// Ensure i, and j is on the upper triangle
|
||||
if (i > j)
|
||||
{
|
||||
b3Swap(i, j);
|
||||
}
|
||||
|
||||
u32 row_value_begin = row_ptrs[i];
|
||||
u32 row_value_count = row_ptrs[i + 1] - row_value_begin;
|
||||
|
||||
for (u32 row_value = 0; row_value < row_value_count; ++row_value)
|
||||
{
|
||||
u32 row_value_index = row_value_begin + row_value;
|
||||
u32 row_value_column = value_columns[row_value_index];
|
||||
|
||||
if (row_value_column == j)
|
||||
{
|
||||
return values[row_value_index];
|
||||
}
|
||||
}
|
||||
|
||||
// Insert sorted by column
|
||||
u32 max_column_row_value = 0;
|
||||
for (u32 row_value = 0; row_value < row_value_count; ++row_value)
|
||||
{
|
||||
u32 row_value_index = row_value_begin + row_value;
|
||||
u32 row_value_column = value_columns[row_value_index];
|
||||
|
||||
if (row_value_column >= j)
|
||||
{
|
||||
max_column_row_value = row_value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
u32 max_column_row_value_index = row_value_begin + max_column_row_value;
|
||||
|
||||
// Copy the values to be shifted
|
||||
u32 shift_count = value_count - max_column_row_value_index;
|
||||
|
||||
b3Mat33* shift_values = (b3Mat33*)allocator->Allocate(shift_count * sizeof(b3Mat33));
|
||||
memcpy(shift_values, values + max_column_row_value_index, shift_count * sizeof(b3Mat33));
|
||||
|
||||
u32* shift_value_columns = (u32*)allocator->Allocate(shift_count * sizeof(u32));
|
||||
memcpy(shift_value_columns, value_columns + max_column_row_value_index, shift_count * sizeof(u32));
|
||||
|
||||
// Insert the new value
|
||||
B3_ASSERT(value_count < value_capacity);
|
||||
value_columns[max_column_row_value_index] = j;
|
||||
++value_count;
|
||||
|
||||
// Shift the old values
|
||||
memcpy(values + max_column_row_value_index + 1, shift_values, shift_count * sizeof(b3Mat33));
|
||||
memcpy(value_columns + max_column_row_value_index + 1, shift_value_columns, shift_count * sizeof(u32));
|
||||
|
||||
allocator->Free(shift_value_columns);
|
||||
allocator->Free(shift_values);
|
||||
|
||||
// Shift the old row pointers as well
|
||||
for (u32 row_ptr_index = i + 1; row_ptr_index < M + 1; ++row_ptr_index)
|
||||
{
|
||||
++row_ptrs[row_ptr_index];
|
||||
}
|
||||
|
||||
return values[max_column_row_value_index];
|
||||
}
|
||||
|
||||
inline void b3SparseSymMat33::Diagonal(b3DiagMat33& out) const
|
||||
{
|
||||
B3_ASSERT(N == out.n);
|
||||
|
||||
for (u32 row = 0; row < M; ++row)
|
||||
{
|
||||
out[row].SetZero();
|
||||
|
||||
u32 row_value_begin = row_ptrs[row];
|
||||
u32 row_value_count = row_ptrs[row + 1] - row_value_begin;
|
||||
|
||||
for (u32 row_value = 0; row_value < row_value_count; ++row_value)
|
||||
{
|
||||
u32 row_value_index = row_value_begin + row_value;
|
||||
u32 row_value_column = value_columns[row_value_index];
|
||||
|
||||
if (row == row_value_column)
|
||||
{
|
||||
out[row] = values[row_value_index];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void b3Mul(b3DenseVec3& out, const b3SparseSymMat33& A, const b3DenseVec3& v)
|
||||
{
|
||||
B3_ASSERT(A.N == out.n);
|
||||
|
||||
out.SetZero();
|
||||
|
||||
for (u32 row = 0; row < A.N; ++row)
|
||||
{
|
||||
u32 row_value_begin = A.row_ptrs[row];
|
||||
u32 row_value_count = A.row_ptrs[row + 1] - row_value_begin;
|
||||
|
||||
for (u32 row_value = 0; row_value < row_value_count; ++row_value)
|
||||
{
|
||||
u32 row_value_index = row_value_begin + row_value;
|
||||
|
||||
u32 row_value_column = A.value_columns[row_value_index];
|
||||
|
||||
out[row] += A.values[row_value_index] * v[row_value_column];
|
||||
|
||||
if (row != row_value_column)
|
||||
{
|
||||
// A(i, j) == A(j, i)
|
||||
out[row_value_column] += A.values[row_value_index] * v[row];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline b3DenseVec3 operator*(const b3SparseSymMat33& A, const b3DenseVec3& v)
|
||||
{
|
||||
b3DenseVec3 result(v.n);
|
||||
b3Mul(result, A, v);
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif
|
140
include/bounce/dynamics/cloth/spring_force.h
Normal file
140
include/bounce/dynamics/cloth/spring_force.h
Normal file
@ -0,0 +1,140 @@
|
||||
/*
|
||||
* 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_FORCE_H
|
||||
#define B3_SPRING_FORCE_H
|
||||
|
||||
#include <bounce/dynamics/cloth/force.h>
|
||||
|
||||
struct b3SpringForceDef : public b3ForceDef
|
||||
{
|
||||
b3SpringForceDef()
|
||||
{
|
||||
type = e_springForce;
|
||||
p1 = nullptr;
|
||||
p2 = nullptr;
|
||||
restLength = 0.0f;
|
||||
structural = 0.0f;
|
||||
damping = 0.0f;
|
||||
}
|
||||
|
||||
//
|
||||
void Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness);
|
||||
|
||||
// Particle 1
|
||||
b3Particle* p1;
|
||||
|
||||
// Particle 2
|
||||
b3Particle* p2;
|
||||
|
||||
// Rest length
|
||||
float32 restLength;
|
||||
|
||||
// Structural stiffness
|
||||
float32 structural;
|
||||
|
||||
// Damping stiffness
|
||||
float32 damping;
|
||||
};
|
||||
|
||||
//
|
||||
class b3SpringForce : public b3Force
|
||||
{
|
||||
public:
|
||||
b3Particle* GetParticle1();
|
||||
|
||||
b3Particle* GetParticle2();
|
||||
|
||||
float32 GetRestLenght() const;
|
||||
|
||||
float32 GetStructuralStiffness() const;
|
||||
|
||||
float32 GetDampingStiffness() const;
|
||||
|
||||
b3Vec3 GetActionForce() const;
|
||||
private:
|
||||
friend class b3Force;
|
||||
friend class b3Cloth;
|
||||
|
||||
b3SpringForce(const b3SpringForceDef* def);
|
||||
~b3SpringForce();
|
||||
|
||||
void Initialize(const b3ClothSolverData* data);
|
||||
|
||||
void Apply(const b3ClothSolverData* data);
|
||||
|
||||
// Solver shared
|
||||
|
||||
// Particle 1
|
||||
b3Particle* m_p1;
|
||||
|
||||
// Particle 2
|
||||
b3Particle* m_p2;
|
||||
|
||||
// Rest length
|
||||
float32 m_L0;
|
||||
|
||||
// Structural stiffness
|
||||
float32 m_ks;
|
||||
|
||||
// Damping stiffness
|
||||
float32 m_kd;
|
||||
|
||||
// Solver temp
|
||||
|
||||
// Force (f_1 entry)
|
||||
b3Vec3 m_f;
|
||||
|
||||
// Jacobian (J_11 entry)
|
||||
b3Mat33 m_Jx;
|
||||
|
||||
// Jacobian (J_11 entry)
|
||||
b3Mat33 m_Jv;
|
||||
};
|
||||
|
||||
inline b3Particle * b3SpringForce::GetParticle1()
|
||||
{
|
||||
return m_p1;
|
||||
}
|
||||
|
||||
inline b3Particle* b3SpringForce::GetParticle2()
|
||||
{
|
||||
return m_p2;
|
||||
}
|
||||
|
||||
inline float32 b3SpringForce::GetRestLenght() const
|
||||
{
|
||||
return m_L0;
|
||||
}
|
||||
|
||||
inline float32 b3SpringForce::GetStructuralStiffness() const
|
||||
{
|
||||
return m_ks;
|
||||
}
|
||||
|
||||
inline float32 b3SpringForce::GetDampingStiffness() const
|
||||
{
|
||||
return m_kd;
|
||||
}
|
||||
|
||||
inline b3Vec3 b3SpringForce::GetActionForce() const
|
||||
{
|
||||
return m_f;
|
||||
}
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user