maintain the upper triangle of A, external particle/force creation/destruction, particle force abstraction, testbed update
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parent
dba5ffbe06
commit
caef3fede8
@ -25,6 +25,7 @@ public:
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ClothDragger(Ray3* ray, b3Cloth*& cloth) : m_ray(ray), m_cloth(cloth)
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{
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m_isSelected = false;
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m_spring = false;
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}
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~ClothDragger()
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@ -61,31 +62,32 @@ public:
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{
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B3_ASSERT(m_isSelected == false);
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if (Select(m_selection, m_x) == false)
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b3RayCastInput rayIn;
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rayIn.p1 = m_ray->A();
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rayIn.p2 = m_ray->B();
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rayIn.maxFraction = B3_MAX_FLOAT;
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b3ClothRayCastOutput rayOut;
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if (m_cloth->RayCast(&rayOut, &rayIn) == false)
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{
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return false;
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}
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m_isSelected = true;
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m_selection = rayOut.triangle;
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m_x = rayOut.fraction;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m_cloth->GetParticle(t->v1);
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m_t1 = p1->type;
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m_cloth->SetType(p1, e_staticParticle);
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b3Particle* p1 = m->particles[t->v1];
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b3Particle* p2 = m->particles[t->v2];
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b3Particle* p3 = m->particles[t->v3];
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b3Particle* p2 = m_cloth->GetParticle(t->v2);
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m_t2 = p2->type;
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m_cloth->SetType(p2, e_staticParticle);
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b3Particle* p3 = m_cloth->GetParticle(t->v3);
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m_t3 = p3->type;
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m_cloth->SetType(p3, e_staticParticle);
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b3Vec3 v1 = p1->position;
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b3Vec3 v2 = p2->position;
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b3Vec3 v3 = p3->position;
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b3Vec3 v1 = p1->GetPosition();
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b3Vec3 v2 = p2->GetPosition();
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b3Vec3 v3 = p3->GetPosition();
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b3Vec3 B = GetPointB();
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@ -102,6 +104,53 @@ public:
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m_u = m_v = 0.0f;
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}
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if (m_spring)
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{
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b3ParticleDef pd;
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pd.type = e_staticParticle;
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pd.position = B;
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m_particle = m_cloth->CreateParticle(pd);
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p1;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s1 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p2;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s2 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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{
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b3SpringForceDef sfd;
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sfd.p1 = m_particle;
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sfd.p2 = p3;
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sfd.restLength = 0.0f;
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sfd.structural = 10000.0f;
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m_s3 = (b3SpringForce*)m_cloth->CreateForce(sfd);
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}
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}
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else
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{
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m_t1 = p1->GetType();
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p1->SetType(e_staticParticle);
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m_t2 = p2->GetType();
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p2->SetType(e_staticParticle);
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m_t3 = p3->GetType();
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p3->SetType(e_staticParticle);
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}
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return true;
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}
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@ -117,14 +166,21 @@ public:
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b3Vec3 dx = B - A;
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b3Particle* p1 = m_cloth->GetParticle(t->v1);
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m_cloth->ApplyTranslation(p1, dx);
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if (m_spring)
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{
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m_particle->ApplyTranslation(dx);
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}
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else
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{
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b3Particle* p1 = m->particles[t->v1];
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p1->ApplyTranslation(dx);
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b3Particle* p2 = m_cloth->GetParticle(t->v2);
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m_cloth->ApplyTranslation(p2, dx);
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b3Particle* p2 = m->particles[t->v2];
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p2->ApplyTranslation(dx);
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b3Particle* p3 = m_cloth->GetParticle(t->v3);
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m_cloth->ApplyTranslation(p3, dx);
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b3Particle* p3 = m->particles[t->v3];
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p3->ApplyTranslation(dx);
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}
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}
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void StopDragging()
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@ -133,141 +189,30 @@ public:
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m_isSelected = false;
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3Particle* p1 = m_cloth->GetParticle(t->v1);
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m_cloth->SetType(p1, m_t1);
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b3Particle* p2 = m_cloth->GetParticle(t->v2);
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m_cloth->SetType(p2, m_t2);
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b3Particle* p3 = m_cloth->GetParticle(t->v3);
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m_cloth->SetType(p3, m_t3);
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}
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private:
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bool RayCast(b3RayCastOutput* output, u32 triangleIndex) const
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if (m_spring)
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{
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b3ClothMesh* mesh = m_cloth->GetMesh();
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B3_ASSERT(triangleIndex < mesh->triangleCount);
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b3ClothMeshTriangle* triangle = mesh->triangles + triangleIndex;
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b3Vec3 v1 = mesh->vertices[triangle->v1];
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b3Vec3 v2 = mesh->vertices[triangle->v2];
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b3Vec3 v3 = mesh->vertices[triangle->v3];
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b3Vec3 p1 = m_ray->A();
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b3Vec3 p2 = m_ray->B();
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b3Vec3 d = p2 - p1;
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float32 maxFraction = b3Length(d);
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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float32 numerator = b3Dot(n, v1 - p1);
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float32 denominator = b3Dot(n, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float32 t = numerator / denominator;
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// Is the intersection not on the segment?
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if (t < 0.0f || maxFraction < t)
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{
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return false;
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}
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b3Vec3 q = p1 + t * d;
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// Barycentric coordinates for q
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b3Vec3 Q = q;
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b3Vec3 A = v1;
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b3Vec3 B = v2;
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b3Vec3 C = v3;
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b3Vec3 AB = B - A;
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b3Vec3 AC = C - A;
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b3Vec3 QA = A - Q;
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b3Vec3 QB = B - Q;
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b3Vec3 QC = C - Q;
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b3Vec3 QB_x_QC = b3Cross(QB, QC);
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b3Vec3 QC_x_QA = b3Cross(QC, QA);
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b3Vec3 QA_x_QB = b3Cross(QA, QB);
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b3Vec3 AB_x_AC = b3Cross(AB, AC);
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float32 u = b3Dot(QB_x_QC, AB_x_AC);
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float32 v = b3Dot(QC_x_QA, AB_x_AC);
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float32 w = b3Dot(QA_x_QB, AB_x_AC);
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// This tolerance helps intersections lying on
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// shared edges to not be missed.
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const float32 kTol = -B3_EPSILON;
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// Is the intersection on the triangle?
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if (u > kTol && v > kTol && w > kTol)
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{
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output->fraction = t;
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// Does the ray start from below or above the triangle?
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if (numerator > 0.0f)
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{
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output->normal = -n;
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m_cloth->DestroyForce(m_s1);
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m_cloth->DestroyForce(m_s2);
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m_cloth->DestroyForce(m_s3);
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m_cloth->DestroyParticle(m_particle);
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}
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else
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{
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output->normal = n;
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}
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return true;
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}
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return false;
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}
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bool Select(u32& selection, float32& fraction) const
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{
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b3ClothMesh* m = m_cloth->GetMesh();
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b3ClothMeshTriangle* t = m->triangles + m_selection;
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b3RayCastInput input;
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input.p1 = m_ray->A();
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input.p2 = m_ray->B();
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input.maxFraction = m_ray->fraction;
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b3Particle* p1 = m->particles[t->v1];
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p1->SetType(m_t1);
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float32 minFraction = B3_MAX_FLOAT;
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b3Vec3 minNormal(0.0f, 0.0f, 0.0f);
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u32 minIndex = ~0;
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b3Particle* p2 = m->particles[t->v2];
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p2->SetType(m_t2);
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for (u32 i = 0; i < m->triangleCount; ++i)
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{
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b3RayCastOutput subOutput;
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if (RayCast(&subOutput, i) == true)
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{
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if (subOutput.fraction < minFraction)
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{
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minFraction = subOutput.fraction;
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minNormal = subOutput.normal;
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minIndex = i;
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}
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b3Particle* p3 = m->particles[t->v3];
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p3->SetType(m_t3);
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}
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}
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if (minIndex != ~0)
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{
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selection = minIndex;
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fraction = minFraction;
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return true;
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}
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return false;
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}
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private:
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bool m_isSelected;
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Ray3* m_ray;
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@ -276,6 +221,14 @@ private:
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b3Cloth*& m_cloth;
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u32 m_selection;
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float32 m_u, m_v;
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bool m_spring;
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b3Particle* m_particle;
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b3SpringForce* m_s1;
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b3SpringForce* m_s2;
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b3SpringForce* m_s3;
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b3ParticleType m_t1, m_t2, m_t3;
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};
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@ -38,10 +38,9 @@ public:
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void SetClothType(b3ParticleType type)
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{
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for (u32 i = 0; i < m_cloth->GetParticleCount(); ++i)
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for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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{
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b3Particle* p = m_cloth->GetParticle(i);
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m_cloth->SetType(p, type);
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p->SetType(type);
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}
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}
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@ -62,10 +61,8 @@ public:
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SetClothType(e_dynamicParticle);
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}
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for (u32 i = 0; i < m_cloth->GetParticleCount(); ++i)
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for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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{
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b3Particle* p = m_cloth->GetParticle(i);
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b3Vec3 d;
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d.SetZero();
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@ -94,25 +91,25 @@ public:
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button == GLFW_KEY_UP ||
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button == GLFW_KEY_DOWN)
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{
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if (p->type == e_staticParticle)
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if (p->GetType() == e_staticParticle)
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{
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m_cloth->ApplyTranslation(p, d);
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p->ApplyTranslation(d);
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}
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if (p->type == e_kinematicParticle)
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if (p->GetType() == e_kinematicParticle)
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{
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b3Vec3 v = p->velocity;
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b3Vec3 v = p->GetVelocity();
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v += 5.0f * d;
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m_cloth->SetVelocity(p, d);
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p->SetVelocity(v);
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}
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if (p->type == e_dynamicParticle)
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if (p->GetType() == e_dynamicParticle)
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{
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b3Vec3 f = 100.0f * d;
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m_cloth->ApplyForce(p, f);
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p->ApplyForce(f);
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}
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}
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}
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@ -22,32 +22,27 @@
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class PinnedCloth : public ClothTest
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{
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public:
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PinnedCloth()
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PinnedCloth() : m_rectangleGarment(5.0f, 5.0f)
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{
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m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
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m_gridClothMesh.vertices = m_gridMesh.vertices;
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
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m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
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m_gridClothMeshMesh.startVertex = 0;
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m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
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m_gridClothMeshMesh.startTriangle = 0;
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m_gridClothMesh.meshCount = 1;
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m_gridClothMesh.meshes = &m_gridClothMeshMesh;
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m_gridClothMesh.sewingLineCount = 0;
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m_gridClothMesh.sewingLines = nullptr;
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//
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b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
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for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
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{
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m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
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}
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b3ClothDef def;
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def.mesh = &m_gridClothMesh;
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def.mesh = &m_rectangleClothMesh;
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def.radius = 0.05f;
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def.density = 0.2f;
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def.ks = 10000.0f;
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def.kd = 0.0f;
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def.r = 0.05f;
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def.structural = 10000.0f;
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def.damping = 0.0f;
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m_cloth = m_world.CreateCloth(def);
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@ -55,12 +50,11 @@ public:
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aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
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aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
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for (u32 i = 0; i < m_cloth->GetParticleCount(); ++i)
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for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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{
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b3Particle* p = m_cloth->GetParticle(i);
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if (aabb.Contains(p->position))
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if (aabb.Contains(p->GetPosition()))
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{
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m_cloth->SetType(p, e_staticParticle);
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p->SetType(e_staticParticle);
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}
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}
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}
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@ -70,9 +64,9 @@ public:
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return new PinnedCloth();
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}
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b3GridMesh<10, 10> m_gridMesh;
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b3ClothMeshMesh m_gridClothMeshMesh;
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b3ClothMesh m_gridClothMesh;
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b3RectangleGarment m_rectangleGarment;
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b3GarmentMesh m_rectangleGarmentMesh;
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b3GarmentClothMesh m_rectangleClothMesh;
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};
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#endif
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@ -19,10 +19,6 @@
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#ifndef SHIRT_H
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#define SHIRT_H
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#include <bounce/garment/garment.h>
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#include <bounce/garment/sewing_pattern.h>
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#include <bounce/garment/garment_mesh.h>
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class Shirt : public ClothTest
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{
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public:
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@ -57,10 +53,10 @@ public:
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// Create cloth
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b3ClothDef def;
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def.radius = 0.2f;
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def.mesh = &m_shirtClothMesh;
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def.density = 0.2f;
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def.r = 0.2f;
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def.ks = 10000.0f;
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def.structural = 10000.0f;
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m_cloth = m_world.CreateCloth(def);
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}
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@ -22,38 +22,28 @@
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class TableCloth : public ClothTest
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{
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public:
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TableCloth()
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TableCloth() : m_rectangleGarment(5.0f, 5.0f)
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{
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// Shift vertices up
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for (u32 i = 0; i < m_gridMesh.vertexCount; ++i)
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// Generate 2D mesh
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m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
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// Create 3D mesh
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m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
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//
|
||||
b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
|
||||
{
|
||||
m_gridMesh.vertices[i].y = 5.0f;
|
||||
m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
|
||||
m_rectangleClothMesh.vertices[i].y += 5.0f;
|
||||
}
|
||||
|
||||
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
|
||||
m_gridClothMesh.vertices = m_gridMesh.vertices;
|
||||
|
||||
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
|
||||
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
|
||||
|
||||
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
|
||||
m_gridClothMeshMesh.startVertex = 0;
|
||||
|
||||
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
|
||||
m_gridClothMeshMesh.startTriangle = 0;
|
||||
|
||||
m_gridClothMesh.meshCount = 1;
|
||||
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
|
||||
|
||||
m_gridClothMesh.sewingLineCount = 0;
|
||||
m_gridClothMesh.sewingLines = nullptr;
|
||||
|
||||
b3ClothDef def;
|
||||
def.mesh = &m_gridClothMesh;
|
||||
def.mesh = &m_rectangleClothMesh;
|
||||
def.radius = 0.05f;
|
||||
def.density = 0.2f;
|
||||
def.ks = 10000.0f;
|
||||
def.kd = 0.0f;
|
||||
def.r = 0.05f;
|
||||
def.structural = 10000.0f;
|
||||
def.damping = 0.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
|
||||
@ -87,10 +77,9 @@ public:
|
||||
return new TableCloth();
|
||||
}
|
||||
|
||||
//b3GridMesh<2, 2> m_gridMesh;
|
||||
b3GridMesh<10, 10> m_gridMesh;
|
||||
b3ClothMeshMesh m_gridClothMeshMesh;
|
||||
b3ClothMesh m_gridClothMesh;
|
||||
b3RectangleGarment m_rectangleGarment;
|
||||
b3GarmentMesh m_rectangleGarmentMesh;
|
||||
b3GarmentClothMesh m_rectangleClothMesh;
|
||||
|
||||
b3QHull m_tableHull;
|
||||
};
|
||||
|
@ -58,32 +58,26 @@ static inline b3Color Color(float32 x, float32 a, float32 b)
|
||||
class TensionMapping : public ClothTest
|
||||
{
|
||||
public:
|
||||
TensionMapping()
|
||||
TensionMapping() : m_rectangleGarment(5.0f, 5.0f)
|
||||
{
|
||||
m_gridClothMesh.vertexCount = m_gridMesh.vertexCount;
|
||||
m_gridClothMesh.vertices = m_gridMesh.vertices;
|
||||
// Generate 2D mesh
|
||||
m_rectangleGarmentMesh.Set(&m_rectangleGarment, 1.0f);
|
||||
|
||||
m_gridClothMesh.triangleCount = m_gridMesh.triangleCount;
|
||||
m_gridClothMesh.triangles = (b3ClothMeshTriangle*)m_gridMesh.triangles;
|
||||
// Create 3D mesh
|
||||
m_rectangleClothMesh.Set(&m_rectangleGarmentMesh);
|
||||
|
||||
m_gridClothMeshMesh.vertexCount = m_gridClothMesh.vertexCount;
|
||||
m_gridClothMeshMesh.startVertex = 0;
|
||||
|
||||
m_gridClothMeshMesh.triangleCount = m_gridClothMesh.triangleCount;
|
||||
m_gridClothMeshMesh.startTriangle = 0;
|
||||
|
||||
m_gridClothMesh.meshCount = 1;
|
||||
m_gridClothMesh.meshes = &m_gridClothMeshMesh;
|
||||
|
||||
m_gridClothMesh.sewingLineCount = 0;
|
||||
m_gridClothMesh.sewingLines = nullptr;
|
||||
//
|
||||
b3Mat33 dq = b3Mat33RotationX(0.5f * B3_PI);
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.vertexCount; ++i)
|
||||
{
|
||||
m_rectangleClothMesh.vertices[i] = dq * m_rectangleClothMesh.vertices[i];
|
||||
}
|
||||
|
||||
b3ClothDef def;
|
||||
def.mesh = &m_gridClothMesh;
|
||||
def.mesh = &m_rectangleClothMesh;
|
||||
def.radius = 0.2f;
|
||||
def.density = 0.2f;
|
||||
def.ks = 10000.0f;
|
||||
def.kd = 0.0f;
|
||||
def.r = 0.2f;
|
||||
def.structural = 10000.0f;
|
||||
|
||||
m_cloth = m_world.CreateCloth(def);
|
||||
|
||||
@ -91,12 +85,11 @@ public:
|
||||
aabb.m_lower.Set(-5.0f, -1.0f, -6.0f);
|
||||
aabb.m_upper.Set(5.0f, 1.0f, -4.0f);
|
||||
|
||||
for (u32 i = 0; i < m_cloth->GetParticleCount(); ++i)
|
||||
for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
|
||||
{
|
||||
b3Particle* p = m_cloth->GetParticle(i);
|
||||
if (aabb.Contains(p->position))
|
||||
if (aabb.Contains(p->GetPosition()))
|
||||
{
|
||||
m_cloth->SetType(p, e_staticParticle);
|
||||
p->SetType(e_staticParticle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -107,38 +100,36 @@ public:
|
||||
|
||||
m_cloth->Apply();
|
||||
|
||||
b3ClothMesh* mesh = m_cloth->GetMesh();
|
||||
|
||||
b3StackArray<b3Vec3, 256> tension;
|
||||
tension.Resize(m_cloth->GetParticleCount());
|
||||
for (u32 i = 0; i < tension.Count(); ++i)
|
||||
tension.Resize(mesh->vertexCount);
|
||||
for (u32 i = 0; i < mesh->vertexCount; ++i)
|
||||
{
|
||||
tension[i].SetZero();
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m_cloth->GetSpringCount(); ++i)
|
||||
for (b3Force* f = m_cloth->GetForceList().m_head; f; f = f->GetNext())
|
||||
{
|
||||
b3Spring* s = m_cloth->GetSpring(i);
|
||||
if (f->GetType() == e_springForce)
|
||||
{
|
||||
b3SpringForce* s = (b3SpringForce*)f;
|
||||
|
||||
b3Particle* p1 = s->p1;
|
||||
b3Particle* p2 = s->p2;
|
||||
u32 v1 = s->GetParticle1()->GetVertex();
|
||||
u32 v2 = s->GetParticle2()->GetVertex();
|
||||
|
||||
u32 i1 = m_cloth->GetParticleIndex(p1);
|
||||
u32 i2 = m_cloth->GetParticleIndex(p2);
|
||||
|
||||
tension[i1] += s->f;
|
||||
tension[i2] -= s->f;
|
||||
tension[v1] += s->GetActionForce();
|
||||
tension[v2] -= s->GetActionForce();
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m_gridClothMesh.triangleCount; ++i)
|
||||
for (u32 i = 0; i < m_rectangleClothMesh.triangleCount; ++i)
|
||||
{
|
||||
b3ClothMeshTriangle* t = m_gridClothMesh.triangles + i;
|
||||
b3ClothMeshTriangle* t = m_rectangleClothMesh.triangles + i;
|
||||
|
||||
b3Particle* p1 = m_cloth->GetParticle(t->v1);
|
||||
b3Particle* p2 = m_cloth->GetParticle(t->v2);
|
||||
b3Particle* p3 = m_cloth->GetParticle(t->v3);
|
||||
|
||||
b3Vec3 v1 = p1->position;
|
||||
b3Vec3 v2 = p2->position;
|
||||
b3Vec3 v3 = p3->position;
|
||||
b3Vec3 v1 = mesh->vertices[t->v1];
|
||||
b3Vec3 v2 = mesh->vertices[t->v2];
|
||||
b3Vec3 v3 = mesh->vertices[t->v3];
|
||||
|
||||
b3Draw_draw->DrawSegment(v1, v2, b3Color_black);
|
||||
b3Draw_draw->DrawSegment(v2, v3, b3Color_black);
|
||||
@ -183,9 +174,9 @@ public:
|
||||
return new TensionMapping();
|
||||
}
|
||||
|
||||
b3GridMesh<10, 10> m_gridMesh;
|
||||
b3ClothMeshMesh m_gridClothMeshMesh;
|
||||
b3ClothMesh m_gridClothMesh;
|
||||
b3RectangleGarment m_rectangleGarment;
|
||||
b3GarmentMesh m_rectangleGarmentMesh;
|
||||
b3GarmentClothMesh m_rectangleClothMesh;
|
||||
};
|
||||
|
||||
#endif
|
@ -58,18 +58,17 @@
|
||||
|
||||
#include <bounce/dynamics/rope/rope.h>
|
||||
|
||||
#include <bounce/garment/sewing_pattern.h>
|
||||
#include <bounce/garment/garment.h>
|
||||
#include <bounce/garment/garment_mesh.h>
|
||||
|
||||
#include <bounce/dynamics/cloth/cloth_mesh.h>
|
||||
#include <bounce/dynamics/cloth/cloth.h>
|
||||
#include <bounce/dynamics/cloth/particle.h>
|
||||
#include <bounce/dynamics/cloth/spring_force.h>
|
||||
|
||||
#include <bounce/dynamics/body.h>
|
||||
|
||||
//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
|
||||
//#include <bounce/dynamics/tree/joints/tree_prismatic_joint.h>
|
||||
//#include <bounce/dynamics/tree/joints/tree_revolute_joint.h>
|
||||
//#include <bounce/dynamics/tree/joints/tree_spherical_joint.h>
|
||||
//#include <bounce/dynamics/tree/tree_body.h>
|
||||
//#include <bounce/dynamics/tree/body_tree.h>
|
||||
|
||||
#include <bounce/dynamics/world.h>
|
||||
#include <bounce/dynamics/world_listeners.h>
|
||||
|
||||
|
@ -21,153 +21,66 @@
|
||||
|
||||
#include <bounce/common/math/transform.h>
|
||||
#include <bounce/common/template/list.h>
|
||||
#include <bounce/common/memory/block_pool.h>
|
||||
|
||||
class b3StackAllocator;
|
||||
class b3World;
|
||||
class b3Shape;
|
||||
|
||||
class b3Particle;
|
||||
class b3Force;
|
||||
|
||||
struct b3ParticleDef;
|
||||
struct b3ForceDef;
|
||||
|
||||
struct b3ClothMesh;
|
||||
|
||||
// Cloth mesh definition
|
||||
struct b3RayCastInput;
|
||||
|
||||
struct b3ClothRayCastOutput
|
||||
{
|
||||
u32 triangle; // intersected triangle
|
||||
b3Vec3 point; // intersection point on surface
|
||||
b3Vec3 normal; // surface normal of intersection
|
||||
float32 fraction; // time of intersection on segment
|
||||
};
|
||||
|
||||
// Cloth definition
|
||||
// This requires defining a cloth mesh which is typically bound to a render mesh
|
||||
struct b3ClothDef
|
||||
{
|
||||
b3ClothDef()
|
||||
{
|
||||
mesh = nullptr;
|
||||
density = 0.0f;
|
||||
r = 0.05f;
|
||||
ks = 0.0f;
|
||||
kb = 0.0f;
|
||||
kd = 0.0f;
|
||||
radius = 0.05f;
|
||||
structural = 0.0f;
|
||||
bending = 0.0f;
|
||||
damping = 0.0f;
|
||||
}
|
||||
|
||||
// Cloth proxy mesh
|
||||
// Cloth mesh
|
||||
b3ClothMesh* mesh;
|
||||
|
||||
// Radius
|
||||
// This should be a small value. It can be used for correcting visual artifacts when
|
||||
// the masses are colliding against a solid.
|
||||
float32 r;
|
||||
float32 radius;
|
||||
|
||||
// Cloth density in kg/m^3
|
||||
float32 density;
|
||||
|
||||
// Streching stiffness
|
||||
float32 ks;
|
||||
// Structural stiffness
|
||||
float32 structural;
|
||||
|
||||
// Bending stiffness
|
||||
float32 kb;
|
||||
float32 bending;
|
||||
|
||||
// Damping stiffness
|
||||
float32 kd;
|
||||
float32 damping;
|
||||
};
|
||||
|
||||
// Static particle: Has zero mass, can be moved manually.
|
||||
// Kinematic particle: Has zero mass, non-zero velocity, can be moved by the solver.
|
||||
// Dynamic particle: Has non-zero mass, non-zero velocity determined by force, can be moved by the solver.
|
||||
enum b3ParticleType
|
||||
{
|
||||
e_staticParticle,
|
||||
e_kinematicParticle,
|
||||
e_dynamicParticle
|
||||
};
|
||||
|
||||
// Read-only particle
|
||||
struct b3Particle
|
||||
{
|
||||
// Type
|
||||
b3ParticleType type;
|
||||
|
||||
// Position
|
||||
b3Vec3 position;
|
||||
|
||||
// Velocity
|
||||
b3Vec3 velocity;
|
||||
|
||||
// Applied external force
|
||||
b3Vec3 force;
|
||||
|
||||
// Mass
|
||||
float32 mass;
|
||||
|
||||
// Inverse mass
|
||||
float32 invMass;
|
||||
|
||||
// Radius
|
||||
float32 radius;
|
||||
|
||||
// User data.
|
||||
void* userData;
|
||||
|
||||
// Applied external translation
|
||||
b3Vec3 translation;
|
||||
|
||||
// Solver temp
|
||||
|
||||
// Identifier
|
||||
u32 solverId;
|
||||
|
||||
// Solution
|
||||
b3Vec3 x;
|
||||
};
|
||||
|
||||
// Spring types
|
||||
enum b3SpringType
|
||||
{
|
||||
e_strechSpring,
|
||||
e_bendSpring,
|
||||
};
|
||||
|
||||
struct b3ClothSolverData;
|
||||
|
||||
// Read-only spring
|
||||
struct b3Spring
|
||||
{
|
||||
// Solver shared
|
||||
|
||||
// Spring type
|
||||
b3SpringType type;
|
||||
|
||||
// Particle 1
|
||||
b3Particle* p1;
|
||||
|
||||
// Particle 2
|
||||
b3Particle* p2;
|
||||
|
||||
// Rest length
|
||||
float32 L0;
|
||||
|
||||
// Structural stiffness
|
||||
float32 ks;
|
||||
|
||||
// Damping stiffness
|
||||
float32 kd;
|
||||
|
||||
// Solver temp
|
||||
|
||||
// Force (f_i entry)
|
||||
b3Vec3 f;
|
||||
|
||||
// Jacobian (J_ii entry)
|
||||
b3Mat33 Jx, Jv;
|
||||
|
||||
// Initialize forces and its derivatives.
|
||||
void InitializeForces(const b3ClothSolverData* data);
|
||||
};
|
||||
|
||||
// Read-only body 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 represents a deformable surface/mesh.
|
||||
// b3Cloth simulates this surface motion using particles and springs.
|
||||
// A cloth represents a deformable surface as a collection of particles.
|
||||
// Particles may be connected with each other.
|
||||
class b3Cloth
|
||||
{
|
||||
public:
|
||||
@ -175,36 +88,32 @@ public:
|
||||
const b3World* GetWorld() const;
|
||||
b3World* GetWorld();
|
||||
|
||||
// Return the cloth mesh used to initialize this cloth.
|
||||
// Create a particle.
|
||||
b3Particle* CreateParticle(const b3ParticleDef& def);
|
||||
|
||||
// Destroy a particle
|
||||
void DestroyParticle(b3Particle* particle);
|
||||
|
||||
// Create a force.
|
||||
b3Force* CreateForce(const b3ForceDef& def);
|
||||
|
||||
// Destroy a force.
|
||||
void DestroyForce(b3Force* force);
|
||||
|
||||
// Perform a ray cast with the cloth.
|
||||
bool RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input) const;
|
||||
|
||||
// Perform a ray cast with a given cloth mesh triangle.
|
||||
bool RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
|
||||
|
||||
// Return the cloth mesh proxy.
|
||||
b3ClothMesh* GetMesh() const;
|
||||
|
||||
// Return the number of particles in this cloth.
|
||||
u32 GetParticleCount() const;
|
||||
// Return the list of particles in this cloth.
|
||||
const b3List2<b3Particle>& GetParticleList() const;
|
||||
|
||||
// Return the particle at a given index in this cloth.
|
||||
b3Particle* GetParticle(u32 i) const;
|
||||
|
||||
// Convenience function.
|
||||
// Return the index of a given particle.
|
||||
u32 GetParticleIndex(const b3Particle* p) const;
|
||||
|
||||
// Set the type of a given particle.
|
||||
void SetType(b3Particle* p, b3ParticleType type);
|
||||
|
||||
// Set the velocity of a given particle.
|
||||
void SetVelocity(b3Particle* p, const b3Vec3& velocity);
|
||||
|
||||
// Apply a force to a given particle.
|
||||
void ApplyForce(b3Particle* p, const b3Vec3& force);
|
||||
|
||||
// Apply a translation to a given particle.
|
||||
void ApplyTranslation(b3Particle* p, const b3Vec3& translation);
|
||||
|
||||
// Return the number of springs in this cloth.
|
||||
u32 GetSpringCount() const;
|
||||
|
||||
// Return the spring at a given index in this cloth.
|
||||
b3Spring* GetSpring(u32 i) const;
|
||||
// Return the list of forces in this cloth.
|
||||
const b3List2<b3Force>& GetForceList() const;
|
||||
|
||||
// Return the kinetic (or dynamic) energy in this system.
|
||||
float32 GetEnergy() const;
|
||||
@ -228,11 +137,12 @@ private:
|
||||
b3Cloth(const b3ClothDef& def, b3World* world);
|
||||
~b3Cloth();
|
||||
|
||||
// Perform a time step. Called only inside b3World.
|
||||
// Perform a time step.
|
||||
// Called only inside b3World.
|
||||
void Step(float32 dt, const b3Vec3& gravity);
|
||||
|
||||
// Compute mass of each particle.
|
||||
void ResetMass();
|
||||
void ComputeMass();
|
||||
|
||||
// Update contacts.
|
||||
// This is where some contacts might be initiated or terminated.
|
||||
@ -241,19 +151,18 @@ private:
|
||||
// Solve
|
||||
void Solve(float32 dt, const b3Vec3& gravity);
|
||||
|
||||
b3StackAllocator* m_allocator;
|
||||
|
||||
// Proxy mesh
|
||||
b3ClothMesh* m_mesh;
|
||||
float32 m_density;
|
||||
|
||||
u32 m_particleCount;
|
||||
b3Particle* m_particles;
|
||||
// Particle pool
|
||||
b3BlockPool m_particleBlocks;
|
||||
|
||||
u32 m_springCount;
|
||||
b3Spring* m_springs;
|
||||
// List of particles
|
||||
b3List2<b3Particle> m_particleList;
|
||||
|
||||
b3BodyContact* m_contacts;
|
||||
//u32 m_contactCount;
|
||||
// List of forces
|
||||
b3List2<b3Force> m_forceList;
|
||||
|
||||
// The parent world of this cloth.
|
||||
b3World* m_world;
|
||||
@ -278,87 +187,14 @@ inline b3ClothMesh* b3Cloth::GetMesh() const
|
||||
return m_mesh;
|
||||
}
|
||||
|
||||
inline u32 b3Cloth::GetParticleCount() const
|
||||
inline const b3List2<b3Particle>& b3Cloth::GetParticleList() const
|
||||
{
|
||||
return m_particleCount;
|
||||
return m_particleList;
|
||||
}
|
||||
|
||||
inline b3Particle* b3Cloth::GetParticle(u32 i) const
|
||||
inline const b3List2<b3Force>& b3Cloth::GetForceList() const
|
||||
{
|
||||
B3_ASSERT(i < m_particleCount);
|
||||
return m_particles + i;
|
||||
}
|
||||
|
||||
inline u32 b3Cloth::GetParticleIndex(const b3Particle* p) const
|
||||
{
|
||||
return u32(p - m_particles);
|
||||
}
|
||||
|
||||
inline void b3Cloth::SetType(b3Particle* p, b3ParticleType type)
|
||||
{
|
||||
if (p->type == type)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
p->type = type;
|
||||
p->force.SetZero();
|
||||
|
||||
if (type == e_staticParticle)
|
||||
{
|
||||
p->velocity.SetZero();
|
||||
p->translation.SetZero();
|
||||
|
||||
u32 ip = u32(p - m_particles);
|
||||
|
||||
m_contacts[ip].n_active = false;
|
||||
m_contacts[ip].t1_active = false;
|
||||
m_contacts[ip].t2_active = false;
|
||||
}
|
||||
}
|
||||
|
||||
inline void b3Cloth::SetVelocity(b3Particle* p, const b3Vec3& velocity)
|
||||
{
|
||||
if (p->type == e_staticParticle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
p->velocity = velocity;
|
||||
}
|
||||
|
||||
inline void b3Cloth::ApplyForce(b3Particle* p, const b3Vec3& force)
|
||||
{
|
||||
if (p->type != e_dynamicParticle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
p->force += force;
|
||||
}
|
||||
|
||||
inline void b3Cloth::ApplyTranslation(b3Particle* p, const b3Vec3& translation)
|
||||
{
|
||||
p->translation += translation;
|
||||
}
|
||||
|
||||
inline u32 b3Cloth::GetSpringCount() const
|
||||
{
|
||||
return m_springCount;
|
||||
}
|
||||
|
||||
inline b3Spring* b3Cloth::GetSpring(u32 i) const
|
||||
{
|
||||
B3_ASSERT(i < m_springCount);
|
||||
return m_springs + i;
|
||||
}
|
||||
|
||||
inline float32 b3Cloth::GetEnergy() const
|
||||
{
|
||||
float32 E = 0.0f;
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
E += m_particles[i].mass * b3Dot(m_particles[i].velocity, m_particles[i].velocity);
|
||||
}
|
||||
return 0.5f * E;
|
||||
return m_forceList;
|
||||
}
|
||||
|
||||
inline const b3Cloth* b3Cloth::GetNext() const
|
||||
|
@ -41,10 +41,13 @@ struct b3ClothMeshSewingLine
|
||||
u32 v1, v2;
|
||||
};
|
||||
|
||||
class b3Particle;
|
||||
|
||||
struct b3ClothMesh
|
||||
{
|
||||
u32 vertexCount;
|
||||
b3Vec3* vertices;
|
||||
b3Particle** particles;
|
||||
u32 triangleCount;
|
||||
b3ClothMeshTriangle* triangles;
|
||||
u32 meshCount;
|
||||
@ -61,8 +64,7 @@ struct b3GarmentClothMesh : public b3ClothMesh
|
||||
b3GarmentClothMesh();
|
||||
~b3GarmentClothMesh();
|
||||
|
||||
// Maps a given garment mesh to this mesh.
|
||||
// This garment mesh must be empty.
|
||||
// Set this mesh from a 2D garment mesh.
|
||||
void Set(const b3GarmentMesh* garment);
|
||||
};
|
||||
|
||||
|
@ -22,23 +22,22 @@
|
||||
#include <bounce/common/math/vec3.h>
|
||||
#include <bounce/common/math/mat33.h>
|
||||
|
||||
class b3StackAllocator;
|
||||
|
||||
struct b3DenseVec3;
|
||||
struct b3DiagMat33;
|
||||
struct b3SparseMat33;
|
||||
struct b3SolverSparseMat33;
|
||||
struct b3SparseSymMat33;
|
||||
struct b3SymMat33;
|
||||
|
||||
struct b3Particle;
|
||||
struct b3Spring;
|
||||
class b3Particle;
|
||||
class b3Force;
|
||||
struct b3BodyContact;
|
||||
|
||||
class b3Shape;
|
||||
class b3StackAllocator;
|
||||
|
||||
struct b3ClothSolverDef
|
||||
{
|
||||
b3StackAllocator* stack;
|
||||
u32 particleCapacity;
|
||||
u32 springCapacity;
|
||||
u32 forceCapacity;
|
||||
u32 contactCapacity;
|
||||
};
|
||||
|
||||
@ -47,17 +46,12 @@ struct b3ClothSolverData
|
||||
b3Vec3* x;
|
||||
b3Vec3* v;
|
||||
b3Vec3* f;
|
||||
b3SymMat33* dfdx;
|
||||
b3SymMat33* dfdv;
|
||||
float32 dt;
|
||||
float32 invdt;
|
||||
};
|
||||
|
||||
struct b3SpringForce
|
||||
{
|
||||
u32 i1, i2;
|
||||
b3Vec3 f;
|
||||
b3Mat33 Jx, Jv;
|
||||
};
|
||||
|
||||
struct b3AccelerationConstraint
|
||||
{
|
||||
u32 i1;
|
||||
@ -65,6 +59,45 @@ struct b3AccelerationConstraint
|
||||
b3Vec3 p, q, z;
|
||||
};
|
||||
|
||||
struct b3SymMat33
|
||||
{
|
||||
b3SymMat33(b3StackAllocator* a, u32 m, u32 n)
|
||||
{
|
||||
allocator = a;
|
||||
M = m;
|
||||
N = n;
|
||||
values = (b3Mat33*)b3Alloc(M * N * sizeof(b3Mat33));
|
||||
}
|
||||
|
||||
~b3SymMat33()
|
||||
{
|
||||
b3Free(values);
|
||||
}
|
||||
|
||||
b3Mat33& operator()(u32 i, u32 j)
|
||||
{
|
||||
return values[i * N + j];
|
||||
}
|
||||
|
||||
const b3Mat33& operator()(u32 i, u32 j) const
|
||||
{
|
||||
return values[i * N + j];
|
||||
}
|
||||
|
||||
void SetZero()
|
||||
{
|
||||
for (u32 v = 0; v < M * N; ++v)
|
||||
{
|
||||
values[v].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
u32 M;
|
||||
u32 N;
|
||||
b3Mat33* values;
|
||||
b3StackAllocator* allocator;
|
||||
};
|
||||
|
||||
class b3ClothSolver
|
||||
{
|
||||
public:
|
||||
@ -72,7 +105,7 @@ public:
|
||||
~b3ClothSolver();
|
||||
|
||||
void Add(b3Particle* p);
|
||||
void Add(b3Spring* s);
|
||||
void Add(b3Force* f);
|
||||
void Add(b3BodyContact* c);
|
||||
|
||||
void Solve(float32 dt, const b3Vec3& gravity);
|
||||
@ -80,17 +113,20 @@ private:
|
||||
// Initialize forces.
|
||||
void InitializeForces();
|
||||
|
||||
// Apply forces.
|
||||
void ApplyForces();
|
||||
|
||||
// Initialize constraints.
|
||||
void InitializeConstraints();
|
||||
|
||||
// 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
|
@ -17,62 +17,24 @@
|
||||
*/
|
||||
|
||||
#include <bounce/dynamics/cloth/cloth.h>
|
||||
#include <bounce/dynamics/cloth/cloth_solver.h>
|
||||
#include <bounce/dynamics/cloth/dense_vec3.h>
|
||||
#include <bounce/dynamics/cloth/sparse_mat33.h>
|
||||
#include <bounce/dynamics/cloth/cloth_mesh.h>
|
||||
#include <bounce/dynamics/shapes/shape.h>
|
||||
#include <bounce/dynamics/body.h>
|
||||
#include <bounce/dynamics/cloth/particle.h>
|
||||
#include <bounce/dynamics/cloth/force.h>
|
||||
#include <bounce/dynamics/cloth/spring_force.h>
|
||||
#include <bounce/dynamics/cloth/cloth_solver.h>
|
||||
#include <bounce/dynamics/world.h>
|
||||
#include <bounce/dynamics/body.h>
|
||||
#include <bounce/dynamics/shapes/shape.h>
|
||||
#include <bounce/collision/collision.h>
|
||||
#include <bounce/common/memory/stack_allocator.h>
|
||||
#include <bounce/common/draw.h>
|
||||
|
||||
#define B3_FORCE_THRESHOLD 0.005f
|
||||
|
||||
#define B3_CLOTH_BENDING 0
|
||||
#define B3_CLOTH_BENDING 1
|
||||
|
||||
#define B3_CLOTH_FRICTION 1
|
||||
|
||||
// b3Spring
|
||||
void b3Spring::InitializeForces(const b3ClothSolverData* data)
|
||||
{
|
||||
u32 i1 = p1->solverId;
|
||||
u32 i2 = p2->solverId;
|
||||
|
||||
b3Vec3 x1 = data->x[i1];
|
||||
b3Vec3 v1 = data->v[i1];
|
||||
|
||||
b3Vec3 x2 = data->x[i2];
|
||||
b3Vec3 v2 = data->v[i2];
|
||||
|
||||
b3Mat33 I; I.SetIdentity();
|
||||
|
||||
b3Vec3 dx = x1 - x2;
|
||||
|
||||
if (b3Dot(dx, dx) >= L0 * L0)
|
||||
{
|
||||
float32 L = b3Length(dx);
|
||||
b3Vec3 n = dx / L;
|
||||
|
||||
// Tension
|
||||
f = -ks * (L - L0) * n;
|
||||
|
||||
// Jacobian
|
||||
Jx = -ks * (b3Outer(dx, dx) + (1.0f - L0 / L) * (I - b3Outer(dx, dx)));
|
||||
}
|
||||
else
|
||||
{
|
||||
f.SetZero();
|
||||
Jx.SetZero();
|
||||
}
|
||||
|
||||
// Damping
|
||||
b3Vec3 dv = v1 - v2;
|
||||
|
||||
f += -kd * dv;
|
||||
Jv = -kd * I;
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE u32 b3NextIndex(u32 i)
|
||||
{
|
||||
return i + 1 < 3 ? i + 1 : 0;
|
||||
@ -191,92 +153,56 @@ static u32 b3FindSharedEdges(b3SharedEdge* sharedEdges, const b3ClothMesh* m)
|
||||
return sharedCount;
|
||||
}
|
||||
|
||||
b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world)
|
||||
b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world) : m_particleBlocks(sizeof(b3Particle))
|
||||
{
|
||||
B3_ASSERT(def.mesh);
|
||||
B3_ASSERT(def.density > 0.0f);
|
||||
|
||||
m_world = world;
|
||||
m_allocator = &m_world->m_stackAllocator;
|
||||
m_mesh = def.mesh;
|
||||
m_density = def.density;
|
||||
|
||||
b3ClothMesh* m = m_mesh;
|
||||
|
||||
// Create particles
|
||||
m_particleCount = m->vertexCount;
|
||||
m_particles = (b3Particle*)b3Alloc(m_particleCount * sizeof(b3Particle));
|
||||
m_contacts = (b3BodyContact*)b3Alloc(m_particleCount * sizeof(b3BodyContact));
|
||||
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (u32 i = 0; i < m->vertexCount; ++i)
|
||||
{
|
||||
b3Particle* p = m_particles + i;
|
||||
p->type = e_dynamicParticle;
|
||||
p->position = m->vertices[i];
|
||||
p->velocity.SetZero();
|
||||
p->force.SetZero();
|
||||
p->mass = 0.0f;
|
||||
p->invMass = 0.0f;
|
||||
p->radius = def.r;
|
||||
p->userData = nullptr;
|
||||
b3ParticleDef pd;
|
||||
pd.type = e_dynamicParticle;
|
||||
pd.position = m->vertices[i];
|
||||
|
||||
p->translation.SetZero();
|
||||
p->x.SetZero();
|
||||
b3Particle* p = CreateParticle(pd);
|
||||
|
||||
b3BodyContact* c = m_contacts + i;
|
||||
c->n_active = false;
|
||||
c->t1_active = false;
|
||||
c->t2_active = false;
|
||||
c->Fn = 0.0f;
|
||||
c->Ft1 = 0.0f;
|
||||
c->Ft2 = 0.0f;
|
||||
p->m_vertex = i;
|
||||
m->particles[i] = p;
|
||||
}
|
||||
|
||||
// Compute mass
|
||||
ResetMass();
|
||||
ComputeMass();
|
||||
|
||||
// Create springs
|
||||
m_springCount = 0;
|
||||
// Create forces
|
||||
b3StackAllocator* allocator = &m_world->m_stackAllocator;
|
||||
|
||||
// Worst-case edge memory
|
||||
u32 edgeCount = 3 * m->triangleCount;
|
||||
|
||||
b3UniqueEdge* uniqueEdges = (b3UniqueEdge*)m_allocator->Allocate(edgeCount * sizeof(b3UniqueEdge));
|
||||
b3UniqueEdge* uniqueEdges = (b3UniqueEdge*)allocator->Allocate(edgeCount * sizeof(b3UniqueEdge));
|
||||
u32 uniqueCount = b3FindUniqueEdges(uniqueEdges, m);
|
||||
|
||||
u32 springCapacity = uniqueCount;
|
||||
|
||||
#if B3_CLOTH_BENDING
|
||||
|
||||
b3SharedEdge* sharedEdges = (b3SharedEdge*)m_allocator->Allocate(edgeCount * sizeof(b3SharedEdge));
|
||||
b3SharedEdge* sharedEdges = (b3SharedEdge*)allocator->Allocate(edgeCount * sizeof(b3SharedEdge));
|
||||
u32 sharedCount = b3FindSharedEdges(sharedEdges, m);
|
||||
|
||||
springCapacity += sharedCount;
|
||||
|
||||
#endif
|
||||
|
||||
springCapacity += m->sewingLineCount;
|
||||
|
||||
m_springs = (b3Spring*)b3Alloc(springCapacity * sizeof(b3Spring));
|
||||
|
||||
// Tension
|
||||
for (u32 i = 0; i < uniqueCount; ++i)
|
||||
{
|
||||
b3UniqueEdge* e = uniqueEdges + i;
|
||||
|
||||
b3Vec3 v1 = m->vertices[e->v1];
|
||||
b3Vec3 v2 = m->vertices[e->v2];
|
||||
b3Particle* p1 = m->particles[e->v1];
|
||||
b3Particle* p2 = m->particles[e->v2];
|
||||
|
||||
b3Particle* p1 = m_particles + e->v1;
|
||||
b3Particle* p2 = m_particles + e->v2;
|
||||
b3SpringForceDef fd;
|
||||
fd.Initialize(p1, p2, def.structural, def.damping);
|
||||
|
||||
b3Spring* s = m_springs + m_springCount++;
|
||||
s->type = e_strechSpring;
|
||||
s->p1 = p1;
|
||||
s->p2 = p2;
|
||||
s->L0 = b3Distance(p1->position, p2->position);
|
||||
s->ks = def.ks;
|
||||
s->kd = def.kd;
|
||||
s->f.SetZero();
|
||||
CreateForce(fd);
|
||||
}
|
||||
|
||||
#if B3_CLOTH_BENDING
|
||||
@ -286,112 +212,265 @@ b3Cloth::b3Cloth(const b3ClothDef& def, b3World* world)
|
||||
{
|
||||
b3SharedEdge* e = sharedEdges + i;
|
||||
|
||||
b3Vec3 v1 = m->vertices[e->nsv1];
|
||||
b3Vec3 v2 = m->vertices[e->nsv2];
|
||||
b3Particle* p1 = m->particles[e->nsv1];
|
||||
b3Particle* p2 = m->particles[e->nsv2];
|
||||
|
||||
b3Particle* p1 = m_particles + e->nsv1;
|
||||
b3Particle* p2 = m_particles + e->nsv2;
|
||||
b3SpringForceDef fd;
|
||||
fd.Initialize(p1, p2, def.bending, def.damping);
|
||||
|
||||
b3Spring* s = m_springs + m_springCount++;
|
||||
s->type = e_bendSpring;
|
||||
s->p1 = p1;
|
||||
s->p2 = p2;
|
||||
s->L0 = b3Distance(p1->position, p2->position);
|
||||
s->ks = def.kb;
|
||||
s->kd = def.kd;
|
||||
s->tension.SetZero();
|
||||
CreateForce(fd);
|
||||
}
|
||||
|
||||
m_allocator->Free(sharedEdges);
|
||||
#endif
|
||||
|
||||
m_allocator->Free(uniqueEdges);
|
||||
allocator->Free(sharedEdges);
|
||||
allocator->Free(uniqueEdges);
|
||||
|
||||
// Sewing
|
||||
for (u32 i = 0; i < m->sewingLineCount; ++i)
|
||||
{
|
||||
b3ClothMeshSewingLine* line = m->sewingLines + i;
|
||||
|
||||
b3Particle* p1 = m_particles + line->v1;
|
||||
b3Particle* p2 = m_particles + line->v2;
|
||||
b3Particle* p1 = m->particles[line->v1];
|
||||
b3Particle* p2 = m->particles[line->v2];
|
||||
|
||||
b3Spring* s = m_springs + m_springCount++;
|
||||
s->type = e_strechSpring;
|
||||
s->p1 = p1;
|
||||
s->p2 = p2;
|
||||
s->L0 = 0.0f;
|
||||
s->ks = def.ks;
|
||||
s->kd = def.kd;
|
||||
s->f.SetZero();
|
||||
b3SpringForceDef fd;
|
||||
fd.Initialize(p1, p2, def.structural, def.damping);
|
||||
|
||||
CreateForce(fd);
|
||||
}
|
||||
|
||||
B3_ASSERT(m_springCount <= springCapacity);
|
||||
}
|
||||
|
||||
b3Cloth::~b3Cloth()
|
||||
{
|
||||
b3Free(m_particles);
|
||||
b3Free(m_springs);
|
||||
b3Free(m_contacts);
|
||||
b3Particle* p = m_particleList.m_head;
|
||||
while (p)
|
||||
{
|
||||
b3Particle* p0 = p;
|
||||
p = p->m_next;
|
||||
p0->~b3Particle();
|
||||
}
|
||||
|
||||
void b3Cloth::ResetMass()
|
||||
b3Force* f = m_forceList.m_head;
|
||||
while (f)
|
||||
{
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
b3Force* f0 = f;
|
||||
f = f->m_next;
|
||||
f0->~b3Force();
|
||||
b3Free(f0);
|
||||
}
|
||||
}
|
||||
|
||||
b3Particle* b3Cloth::CreateParticle(const b3ParticleDef& def)
|
||||
{
|
||||
m_particles[i].mass = 0.0f;
|
||||
m_particles[i].invMass = 0.0f;
|
||||
void* mem = m_particleBlocks.Allocate();
|
||||
b3Particle* p = new(mem) b3Particle(def, this);
|
||||
m_particleList.PushFront(p);
|
||||
return p;
|
||||
}
|
||||
|
||||
void b3Cloth::DestroyParticle(b3Particle* particle)
|
||||
{
|
||||
m_particleList.Remove(particle);
|
||||
particle->~b3Particle();
|
||||
m_particleBlocks.Free(particle);
|
||||
}
|
||||
|
||||
b3Force* b3Cloth::CreateForce(const b3ForceDef& def)
|
||||
{
|
||||
b3Force* f = b3Force::Create(&def);
|
||||
m_forceList.PushFront(f);
|
||||
return f;
|
||||
}
|
||||
|
||||
void b3Cloth::DestroyForce(b3Force* force)
|
||||
{
|
||||
m_forceList.Remove(force);
|
||||
b3Force::Destroy(force);
|
||||
}
|
||||
|
||||
float32 b3Cloth::GetEnergy() const
|
||||
{
|
||||
float32 E = 0.0f;
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
E += p->m_mass * b3Dot(p->m_velocity, p->m_velocity);
|
||||
}
|
||||
return 0.5f * E;
|
||||
}
|
||||
|
||||
void b3Cloth::ComputeMass()
|
||||
{
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
p->m_mass = 0.0f;
|
||||
p->m_invMass = 0.0f;
|
||||
}
|
||||
|
||||
const float32 inv3 = 1.0f / 3.0f;
|
||||
const float32 rho = m_density;
|
||||
|
||||
// Accumulate the mass about the mesh origin of all triangles.
|
||||
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
|
||||
{
|
||||
b3ClothMeshTriangle* triangle = m_mesh->triangles + i;
|
||||
u32 v1 = triangle->v1;
|
||||
u32 v2 = triangle->v2;
|
||||
u32 v3 = triangle->v3;
|
||||
|
||||
b3Vec3 p1 = m_mesh->vertices[v1];
|
||||
b3Vec3 p2 = m_mesh->vertices[v2];
|
||||
b3Vec3 p3 = m_mesh->vertices[v3];
|
||||
b3Vec3 v1 = m_mesh->vertices[triangle->v1];
|
||||
b3Vec3 v2 = m_mesh->vertices[triangle->v2];
|
||||
b3Vec3 v3 = m_mesh->vertices[triangle->v3];
|
||||
|
||||
float32 area = b3Area(p1, p2, p3);
|
||||
float32 area = b3Area(v1, v2, v3);
|
||||
B3_ASSERT(area > B3_EPSILON);
|
||||
|
||||
float32 mass = rho * area;
|
||||
|
||||
m_particles[v1].mass += inv3 * mass;
|
||||
m_particles[v2].mass += inv3 * mass;
|
||||
m_particles[v3].mass += inv3 * mass;
|
||||
b3Particle* p1 = m_mesh->particles[triangle->v1];
|
||||
b3Particle* p2 = m_mesh->particles[triangle->v2];
|
||||
b3Particle* p3 = m_mesh->particles[triangle->v3];
|
||||
|
||||
p1->m_mass += inv3 * mass;
|
||||
p2->m_mass += inv3 * mass;
|
||||
p3->m_mass += inv3 * mass;
|
||||
}
|
||||
|
||||
// Invert
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
B3_ASSERT(m_particles[i].mass > 0.0f);
|
||||
m_particles[i].invMass = 1.0f / m_particles[i].mass;
|
||||
B3_ASSERT(p->m_mass > 0.0f);
|
||||
p->m_invMass = 1.0f / p->m_mass;
|
||||
}
|
||||
}
|
||||
|
||||
bool b3Cloth::RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input) const
|
||||
{
|
||||
output->triangle = ~0;
|
||||
output->fraction = input->maxFraction;
|
||||
|
||||
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
|
||||
{
|
||||
b3ClothRayCastOutput subOutput;
|
||||
if (RayCast(&subOutput, input, i))
|
||||
{
|
||||
if (subOutput.fraction < output->fraction)
|
||||
{
|
||||
*output = subOutput;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (output->triangle != ~0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool b3Cloth::RayCast(b3ClothRayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
|
||||
{
|
||||
B3_ASSERT(triangleIndex < m_mesh->triangleCount);
|
||||
b3ClothMeshTriangle* triangle = m_mesh->triangles + triangleIndex;
|
||||
|
||||
b3Vec3 v1 = m_mesh->vertices[triangle->v1];
|
||||
b3Vec3 v2 = m_mesh->vertices[triangle->v2];
|
||||
b3Vec3 v3 = m_mesh->vertices[triangle->v3];
|
||||
|
||||
b3Vec3 p1 = input->p1;
|
||||
b3Vec3 p2 = input->p2;
|
||||
float32 maxFraction = input->maxFraction;
|
||||
b3Vec3 d = p2 - p1;
|
||||
B3_ASSERT(b3LengthSquared(d) > B3_EPSILON * B3_EPSILON);
|
||||
|
||||
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
|
||||
float32 len = b3Length(n);
|
||||
if (len <= B3_EPSILON)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
B3_ASSERT(len > B3_EPSILON);
|
||||
n /= len;
|
||||
|
||||
float32 numerator = b3Dot(n, v1 - p1);
|
||||
float32 denominator = b3Dot(n, d);
|
||||
|
||||
if (denominator == 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
float32 fraction = numerator / denominator;
|
||||
|
||||
// Is the intersection not on the segment?
|
||||
if (fraction < 0.0f || maxFraction < fraction)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
b3Vec3 Q = p1 + fraction * d;
|
||||
|
||||
b3Vec3 A = v1;
|
||||
b3Vec3 B = v2;
|
||||
b3Vec3 C = v3;
|
||||
|
||||
b3Vec3 AB = B - A;
|
||||
b3Vec3 AC = C - A;
|
||||
|
||||
b3Vec3 QA = A - Q;
|
||||
b3Vec3 QB = B - Q;
|
||||
b3Vec3 QC = C - Q;
|
||||
|
||||
b3Vec3 QB_x_QC = b3Cross(QB, QC);
|
||||
b3Vec3 QC_x_QA = b3Cross(QC, QA);
|
||||
b3Vec3 QA_x_QB = b3Cross(QA, QB);
|
||||
|
||||
b3Vec3 AB_x_AC = b3Cross(AB, AC);
|
||||
|
||||
// Barycentric coordinates for Q
|
||||
float32 u = b3Dot(QB_x_QC, AB_x_AC);
|
||||
float32 v = b3Dot(QC_x_QA, AB_x_AC);
|
||||
float32 w = b3Dot(QA_x_QB, AB_x_AC);
|
||||
|
||||
// This tolerance helps intersections lying on
|
||||
// shared edges to not be missed.
|
||||
const float32 kTol = -B3_EPSILON;
|
||||
|
||||
// Is the intersection on the triangle?
|
||||
if (u > kTol && v > kTol && w > kTol)
|
||||
{
|
||||
output->triangle = triangleIndex;
|
||||
output->fraction = fraction;
|
||||
output->point = Q;
|
||||
|
||||
// Does the ray start from below or above the triangle?
|
||||
if (numerator > 0.0f)
|
||||
{
|
||||
output->normal = -n;
|
||||
}
|
||||
else
|
||||
{
|
||||
output->normal = n;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void b3Cloth::UpdateContacts()
|
||||
{
|
||||
B3_PROFILE("Update Contacts");
|
||||
|
||||
// Create contacts
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
b3Particle* p = m_particles + i;
|
||||
|
||||
// Static and kinematic particles can't participate in unilateral collisions.
|
||||
if (p->type != e_dynamicParticle)
|
||||
if (p->m_type != e_dynamicParticle)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
b3BodyContact* c = m_contacts + i;
|
||||
b3BodyContact* c = &p->m_contact;
|
||||
|
||||
// Save the old contact
|
||||
b3BodyContact c0 = *c;
|
||||
@ -402,8 +481,8 @@ void b3Cloth::UpdateContacts()
|
||||
c->t2_active = false;
|
||||
|
||||
b3Sphere s1;
|
||||
s1.vertex = p->position;
|
||||
s1.radius = p->radius;
|
||||
s1.vertex = p->m_position;
|
||||
s1.radius = p->m_radius;
|
||||
|
||||
// Find the deepest penetration
|
||||
float32 bestSeparation = 0.0f;
|
||||
@ -491,7 +570,7 @@ void b3Cloth::UpdateContacts()
|
||||
float32 normalForce = c0.Fn;
|
||||
|
||||
// Relative velocity
|
||||
b3Vec3 dv = p->velocity;
|
||||
b3Vec3 dv = p->m_velocity;
|
||||
|
||||
b3Vec3 t1 = dv - b3Dot(dv, n) * n;
|
||||
if (b3Dot(t1, t1) > B3_EPSILON * B3_EPSILON)
|
||||
@ -569,28 +648,28 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
|
||||
|
||||
// Solve
|
||||
b3ClothSolverDef solverDef;
|
||||
solverDef.stack = m_allocator;
|
||||
solverDef.particleCapacity = m_particleCount;
|
||||
solverDef.springCapacity = m_springCount;
|
||||
solverDef.contactCapacity = m_particleCount;
|
||||
solverDef.stack = &m_world->m_stackAllocator;
|
||||
solverDef.particleCapacity = m_particleList.m_count;
|
||||
solverDef.forceCapacity = m_forceList.m_count;
|
||||
solverDef.contactCapacity = m_particleList.m_count;
|
||||
|
||||
b3ClothSolver solver(solverDef);
|
||||
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
solver.Add(m_particles + i);
|
||||
solver.Add(p);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
for (b3Force* f = m_forceList.m_head; f; f = f->m_next)
|
||||
{
|
||||
solver.Add(m_springs + i);
|
||||
solver.Add(f);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
if (m_contacts[i].n_active)
|
||||
if (p->m_contact.n_active)
|
||||
{
|
||||
solver.Add(m_contacts + i);
|
||||
solver.Add(&p->m_contact);
|
||||
}
|
||||
}
|
||||
|
||||
@ -598,15 +677,11 @@ void b3Cloth::Solve(float32 dt, const b3Vec3& gravity)
|
||||
solver.Solve(dt, gravity);
|
||||
|
||||
// Clear external applied forces
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
m_particles[i].force.SetZero();
|
||||
}
|
||||
|
||||
// Clear translations
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
m_particles[i].translation.SetZero();
|
||||
p->m_force.SetZero();
|
||||
p->m_translation.SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
@ -626,50 +701,49 @@ void b3Cloth::Step(float32 dt, const b3Vec3& gravity)
|
||||
|
||||
void b3Cloth::Apply() const
|
||||
{
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
m_mesh->vertices[i] = m_particles[i].position;
|
||||
if (p->m_vertex != ~0)
|
||||
{
|
||||
m_mesh->vertices[p->m_vertex] = p->m_position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void b3Cloth::Draw() const
|
||||
{
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
for (b3Particle* p = m_particleList.m_head; p; p = p->m_next)
|
||||
{
|
||||
b3Particle* p = m_particles + i;
|
||||
|
||||
if (p->type == e_staticParticle)
|
||||
if (p->m_type == e_staticParticle)
|
||||
{
|
||||
b3Draw_draw->DrawPoint(p->position, 4.0f, b3Color_white);
|
||||
b3Draw_draw->DrawPoint(p->m_position, 4.0f, b3Color_white);
|
||||
}
|
||||
|
||||
if (p->type == e_kinematicParticle)
|
||||
if (p->m_type == e_kinematicParticle)
|
||||
{
|
||||
b3Draw_draw->DrawPoint(p->position, 4.0f, b3Color_blue);
|
||||
b3Draw_draw->DrawPoint(p->m_position, 4.0f, b3Color_blue);
|
||||
}
|
||||
|
||||
if (p->type == e_dynamicParticle)
|
||||
if (p->m_type == e_dynamicParticle)
|
||||
{
|
||||
b3Draw_draw->DrawPoint(p->position, 4.0f, b3Color_green);
|
||||
b3Draw_draw->DrawPoint(p->m_position, 4.0f, b3Color_green);
|
||||
}
|
||||
|
||||
b3BodyContact* c = m_contacts + i;
|
||||
|
||||
if (c->n_active)
|
||||
if (p->m_contact.n_active)
|
||||
{
|
||||
b3Draw_draw->DrawSegment(p->position, p->position + c->n, b3Color_yellow);
|
||||
b3Draw_draw->DrawSegment(p->m_position, p->m_position + p->m_contact.n, b3Color_yellow);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
for (b3Force* f = m_forceList.m_head; f; f = f->m_next)
|
||||
{
|
||||
b3Spring* s = m_springs + i;
|
||||
b3Particle* p1 = s->p1;
|
||||
b3Particle* p2 = s->p2;
|
||||
if (f->m_type == e_springForce)
|
||||
{
|
||||
b3SpringForce* s = (b3SpringForce*)f;
|
||||
b3Particle* p1 = s->m_p1;
|
||||
b3Particle* p2 = s->m_p2;
|
||||
|
||||
if (s->type == e_strechSpring)
|
||||
{
|
||||
b3Draw_draw->DrawSegment(p1->position, p2->position, b3Color_black);
|
||||
b3Draw_draw->DrawSegment(p1->m_position, p2->m_position, b3Color_black);
|
||||
}
|
||||
}
|
||||
|
||||
@ -678,23 +752,23 @@ 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->particles[s->v1];
|
||||
b3Particle* p2 = m->particles[s->v2];
|
||||
|
||||
b3Draw_draw->DrawSegment(p1->position, p2->position, b3Color_white);
|
||||
b3Draw_draw->DrawSegment(p1->m_position, p2->m_position, b3Color_white);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < m->triangleCount; ++i)
|
||||
{
|
||||
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->particles[t->v1];
|
||||
b3Particle* p2 = m->particles[t->v2];
|
||||
b3Particle* p3 = m->particles[t->v3];
|
||||
|
||||
b3Vec3 v1 = p1->position;
|
||||
b3Vec3 v2 = p2->position;
|
||||
b3Vec3 v3 = p3->position;
|
||||
b3Vec3 v1 = p1->m_position;
|
||||
b3Vec3 v2 = p2->m_position;
|
||||
b3Vec3 v3 = p3->m_position;
|
||||
|
||||
b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);
|
||||
n1.Normalize();
|
||||
|
@ -25,6 +25,7 @@ b3GarmentClothMesh::b3GarmentClothMesh()
|
||||
{
|
||||
vertexCount = 0;
|
||||
vertices = nullptr;
|
||||
particles = nullptr;
|
||||
triangleCount = 0;
|
||||
triangles = nullptr;
|
||||
meshCount = 0;
|
||||
@ -36,6 +37,7 @@ b3GarmentClothMesh::b3GarmentClothMesh()
|
||||
b3GarmentClothMesh::~b3GarmentClothMesh()
|
||||
{
|
||||
b3Free(vertices);
|
||||
b3Free(particles);
|
||||
b3Free(triangles);
|
||||
b3Free(meshes);
|
||||
b3Free(sewingLines);
|
||||
@ -49,6 +51,8 @@ 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)
|
||||
|
@ -18,11 +18,35 @@
|
||||
|
||||
#include <bounce/dynamics/cloth/cloth_solver.h>
|
||||
#include <bounce/dynamics/cloth/cloth.h>
|
||||
#include <bounce/dynamics/shapes/shape.h>
|
||||
#include <bounce/common/memory/stack_allocator.h>
|
||||
#include <bounce/dynamics/cloth/particle.h>
|
||||
#include <bounce/dynamics/cloth/force.h>
|
||||
#include <bounce/dynamics/cloth/dense_vec3.h>
|
||||
#include <bounce/dynamics/cloth/diag_mat33.h>
|
||||
#include <bounce/dynamics/cloth/sparse_mat33.h>
|
||||
#include <bounce/dynamics/cloth/sparse_sym_mat33.h>
|
||||
#include <bounce/common/memory/stack_allocator.h>
|
||||
|
||||
static B3_FORCE_INLINE void b3Mul(b3DenseVec3& out, const b3SymMat33& A, const b3DenseVec3& v)
|
||||
{
|
||||
B3_ASSERT(A.N == v.n);
|
||||
B3_ASSERT(out.n == A.M);
|
||||
|
||||
for (u32 row = 0; row < A.M; ++row)
|
||||
{
|
||||
out[row].SetZero();
|
||||
|
||||
for (u32 column = 0; column < A.N; ++column)
|
||||
{
|
||||
out[row] += A(row, column) * v[column];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE b3DenseVec3 operator*(const b3SymMat33& m, const b3DenseVec3& v)
|
||||
{
|
||||
b3DenseVec3 result(v.n);
|
||||
b3Mul(result, m, v);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Here, we solve Ax = b using the Modified Preconditioned Conjugate Gradient (MPCG) algorithm.
|
||||
// described in the paper:
|
||||
@ -41,9 +65,9 @@ b3ClothSolver::b3ClothSolver(const b3ClothSolverDef& def)
|
||||
m_particleCount = 0;
|
||||
m_particles = (b3Particle**)m_allocator->Allocate(m_particleCapacity * sizeof(b3Particle*));
|
||||
|
||||
m_springCapacity = def.springCapacity;
|
||||
m_springCount = 0;
|
||||
m_springs = (b3Spring**)m_allocator->Allocate(m_springCapacity * sizeof(b3Spring*));;
|
||||
m_forceCapacity = def.forceCapacity;
|
||||
m_forceCount = 0;
|
||||
m_forces = (b3Force**)m_allocator->Allocate(m_forceCapacity * sizeof(b3Force*));;
|
||||
|
||||
m_contactCapacity = def.contactCapacity;
|
||||
m_contactCount = 0;
|
||||
@ -58,13 +82,13 @@ b3ClothSolver::~b3ClothSolver()
|
||||
{
|
||||
m_allocator->Free(m_constraints);
|
||||
m_allocator->Free(m_contacts);
|
||||
m_allocator->Free(m_springs);
|
||||
m_allocator->Free(m_forces);
|
||||
m_allocator->Free(m_particles);
|
||||
}
|
||||
|
||||
void b3ClothSolver::Add(b3Particle* p)
|
||||
{
|
||||
p->solverId = m_particleCount;
|
||||
p->m_solverId = m_particleCount;
|
||||
m_particles[m_particleCount++] = p;
|
||||
}
|
||||
|
||||
@ -73,16 +97,24 @@ void b3ClothSolver::Add(b3BodyContact* c)
|
||||
m_contacts[m_contactCount++] = c;
|
||||
}
|
||||
|
||||
void b3ClothSolver::Add(b3Spring* s)
|
||||
void b3ClothSolver::Add(b3Force* f)
|
||||
{
|
||||
m_springs[m_springCount++] = s;
|
||||
m_forces[m_forceCount++] = f;
|
||||
}
|
||||
|
||||
void b3ClothSolver::InitializeForces()
|
||||
{
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
for (u32 i = 0; i < m_forceCount; ++i)
|
||||
{
|
||||
m_springs[i]->InitializeForces(&m_solverData);
|
||||
m_forces[i]->Initialize(&m_solverData);
|
||||
}
|
||||
}
|
||||
|
||||
void b3ClothSolver::ApplyForces()
|
||||
{
|
||||
for (u32 i = 0; i < m_forceCount; ++i)
|
||||
{
|
||||
m_forces[i]->Apply(&m_solverData);
|
||||
}
|
||||
}
|
||||
|
||||
@ -91,7 +123,7 @@ void b3ClothSolver::InitializeConstraints()
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
b3Particle* p = m_particles[i];
|
||||
if (p->type != e_dynamicParticle)
|
||||
if (p->m_type != e_dynamicParticle)
|
||||
{
|
||||
b3AccelerationConstraint* ac = m_constraints + m_constraintCount;
|
||||
++m_constraintCount;
|
||||
@ -108,7 +140,7 @@ void b3ClothSolver::InitializeConstraints()
|
||||
|
||||
b3AccelerationConstraint* ac = m_constraints + m_constraintCount;
|
||||
++m_constraintCount;
|
||||
ac->i1 = p->solverId;
|
||||
ac->i1 = p->m_solverId;
|
||||
ac->ndof = 2;
|
||||
ac->p = pc->n;
|
||||
ac->z.SetZero();
|
||||
@ -134,29 +166,6 @@ void b3ClothSolver::InitializeConstraints()
|
||||
}
|
||||
}
|
||||
|
||||
struct b3SolverSparseMat33 : public b3SparseMat33
|
||||
{
|
||||
b3SolverSparseMat33(b3StackAllocator* a, u32 m, u32 n)
|
||||
{
|
||||
allocator = a;
|
||||
M = m;
|
||||
N = n;
|
||||
valueCount = 0;
|
||||
values = (b3Mat33*)allocator->Allocate(M * N * sizeof(b3Mat33));
|
||||
cols = (u32*)allocator->Allocate(M * N * sizeof(u32));
|
||||
row_ptrs = (u32*)allocator->Allocate((M + 1) * sizeof(u32));
|
||||
}
|
||||
|
||||
~b3SolverSparseMat33()
|
||||
{
|
||||
allocator->Free(row_ptrs);
|
||||
allocator->Free(cols);
|
||||
allocator->Free(values);
|
||||
}
|
||||
|
||||
b3StackAllocator* allocator;
|
||||
};
|
||||
|
||||
void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
{
|
||||
B3_PROFILE("Integrate");
|
||||
@ -167,9 +176,17 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
b3DenseVec3 sy(m_particleCount);
|
||||
b3DenseVec3 sx0(m_particleCount);
|
||||
|
||||
b3SymMat33 dfdx(m_allocator, m_particleCount, m_particleCount);
|
||||
dfdx.SetZero();
|
||||
|
||||
b3SymMat33 dfdv(m_allocator, m_particleCount, m_particleCount);
|
||||
dfdv.SetZero();
|
||||
|
||||
m_solverData.x = sx.v;
|
||||
m_solverData.v = sv.v;
|
||||
m_solverData.f = sf.v;
|
||||
m_solverData.dfdx = &dfdx;
|
||||
m_solverData.dfdv = &dfdv;
|
||||
m_solverData.dt = dt;
|
||||
m_solverData.invdt = 1.0f / dt;
|
||||
|
||||
@ -177,18 +194,18 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
{
|
||||
b3Particle* p = m_particles[i];
|
||||
|
||||
sx[i] = p->position;
|
||||
sv[i] = p->velocity;
|
||||
sf[i] = p->force;
|
||||
sx[i] = p->m_position;
|
||||
sv[i] = p->m_velocity;
|
||||
sf[i] = p->m_force;
|
||||
|
||||
// Apply weight
|
||||
if (p->type == e_dynamicParticle)
|
||||
if (p->m_type == e_dynamicParticle)
|
||||
{
|
||||
sf[i] += p->mass * gravity;
|
||||
sf[i] += p->m_mass * gravity;
|
||||
}
|
||||
|
||||
sy[i] = p->translation;
|
||||
sx0[i] = p->x;
|
||||
sy[i] = p->m_translation;
|
||||
sx0[i] = p->m_x;
|
||||
}
|
||||
|
||||
// Apply contact position correction
|
||||
@ -196,19 +213,14 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
{
|
||||
b3BodyContact* c = m_contacts[i];
|
||||
b3Particle* p = c->p1;
|
||||
sy[p->solverId] -= c->s * c->n;
|
||||
sy[p->m_solverId] -= c->s * c->n;
|
||||
}
|
||||
|
||||
// Initialize forces
|
||||
// Initialize internal forces
|
||||
InitializeForces();
|
||||
|
||||
// Apply internal forces
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
{
|
||||
b3Spring* s = m_springs[i];
|
||||
sf[s->p1->solverId] += s->f;
|
||||
sf[s->p2->solverId] -= s->f;
|
||||
}
|
||||
ApplyForces();
|
||||
|
||||
// Initialize constraints
|
||||
InitializeConstraints();
|
||||
@ -223,7 +235,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
// b = h * (f0 + h * dfdx * v0 + dfdx * y)
|
||||
|
||||
// A
|
||||
b3SolverSparseMat33 A(m_allocator, m_particleCount, m_particleCount);
|
||||
b3SparseSymMat33 A(m_allocator, m_particleCount, m_particleCount);
|
||||
|
||||
// b
|
||||
b3DenseVec3 b(m_particleCount);
|
||||
@ -247,14 +259,14 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
// Copy state buffers back to the particles
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
m_particles[i]->position = sx[i];
|
||||
m_particles[i]->velocity = sv[i];
|
||||
m_particles[i]->m_position = sx[i];
|
||||
m_particles[i]->m_velocity = sv[i];
|
||||
}
|
||||
|
||||
// Cache x to improve convergence
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
m_particles[i]->x = x[i];
|
||||
m_particles[i]->m_x = x[i];
|
||||
}
|
||||
|
||||
// Store the extra contact constraint forces that should have been
|
||||
@ -269,7 +281,7 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
b3BodyContact* c = m_contacts[i];
|
||||
b3Particle* p = c->p1;
|
||||
|
||||
b3Vec3 force = f[p->solverId];
|
||||
b3Vec3 force = f[p->m_solverId];
|
||||
|
||||
// Signed normal force magnitude
|
||||
c->Fn = b3Dot(force, c->n);
|
||||
@ -280,152 +292,45 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity)
|
||||
}
|
||||
}
|
||||
|
||||
#define B3_INDEX(i, j, size) (i + j * size)
|
||||
|
||||
//
|
||||
static void b3SetZero(b3Mat33* out, u32 size)
|
||||
{
|
||||
for (u32 i = 0; i < size; ++i)
|
||||
{
|
||||
out[i].SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
// dfdx * v
|
||||
static void b3Mul_Jx(b3DenseVec3& out, b3Spring** springs, u32 springCount, const b3DenseVec3& v)
|
||||
{
|
||||
out.SetZero();
|
||||
|
||||
for (u32 i = 0; i < springCount; ++i)
|
||||
{
|
||||
b3Spring* s = springs[i];
|
||||
u32 i1 = s->p1->solverId;
|
||||
u32 i2 = s->p2->solverId;
|
||||
|
||||
b3Mat33 J_11 = s->Jx;
|
||||
b3Mat33 J_12 = -J_11;
|
||||
b3Mat33 J_21 = J_12;
|
||||
b3Mat33 J_22 = J_11;
|
||||
|
||||
out[i1] += J_11 * v[i1] + J_12 * v[i2];
|
||||
out[i2] += J_21 * v[i1] + J_22 * v[i2];
|
||||
}
|
||||
}
|
||||
|
||||
static B3_FORCE_INLINE bool b3IsZero(const b3Mat33& A)
|
||||
{
|
||||
bool isZeroX = b3Dot(A.x, A.x) == 0.0f;
|
||||
bool isZeroY = b3Dot(A.y, A.y) == 0.0f;
|
||||
bool isZeroZ = b3Dot(A.z, A.z) == 0.0f;
|
||||
|
||||
return isZeroX * isZeroY * isZeroZ;
|
||||
}
|
||||
|
||||
void b3ClothSolver::Compute_A_b(b3SolverSparseMat33& SA, b3DenseVec3& b, const b3DenseVec3& f, const b3DenseVec3& x, const b3DenseVec3& v, const b3DenseVec3& y) const
|
||||
void b3ClothSolver::Compute_A_b(b3SparseSymMat33& A, b3DenseVec3& b, const b3DenseVec3& f, const b3DenseVec3& x, const b3DenseVec3& v, const b3DenseVec3& y) const
|
||||
{
|
||||
float32 h = m_solverData.dt;
|
||||
|
||||
// Compute dfdx, dfdv
|
||||
b3Mat33* dfdx = (b3Mat33*)m_allocator->Allocate(m_particleCount * m_particleCount * sizeof(b3Mat33));
|
||||
b3SetZero(dfdx, m_particleCount * m_particleCount);
|
||||
|
||||
b3Mat33* dfdv = (b3Mat33*)m_allocator->Allocate(m_particleCount * m_particleCount * sizeof(b3Mat33));
|
||||
b3SetZero(dfdv, m_particleCount * m_particleCount);
|
||||
|
||||
for (u32 i = 0; i < m_springCount; ++i)
|
||||
{
|
||||
b3Spring* s = m_springs[i];
|
||||
u32 i1 = s->p1->solverId;
|
||||
u32 i2 = s->p2->solverId;
|
||||
|
||||
b3Mat33 Jx11 = s->Jx;
|
||||
b3Mat33 Jx12 = -Jx11;
|
||||
b3Mat33 Jx21 = Jx12;
|
||||
b3Mat33 Jx22 = Jx11;
|
||||
|
||||
dfdx[B3_INDEX(i1, i1, m_particleCount)] += Jx11;
|
||||
dfdx[B3_INDEX(i1, i2, m_particleCount)] += Jx12;
|
||||
dfdx[B3_INDEX(i2, i1, m_particleCount)] += Jx21;
|
||||
dfdx[B3_INDEX(i2, i2, m_particleCount)] += Jx22;
|
||||
|
||||
b3Mat33 Jv11 = s->Jv;
|
||||
b3Mat33 Jv12 = -Jv11;
|
||||
b3Mat33 Jv21 = Jv12;
|
||||
b3Mat33 Jv22 = Jv11;
|
||||
|
||||
dfdv[B3_INDEX(i1, i1, m_particleCount)] += Jv11;
|
||||
dfdv[B3_INDEX(i1, i2, m_particleCount)] += Jv12;
|
||||
dfdv[B3_INDEX(i2, i1, m_particleCount)] += Jv21;
|
||||
dfdv[B3_INDEX(i2, i2, m_particleCount)] += Jv22;
|
||||
}
|
||||
b3SymMat33& dfdx = *m_solverData.dfdx;
|
||||
b3SymMat33& dfdv = *m_solverData.dfdv;
|
||||
|
||||
// Compute A
|
||||
|
||||
// A = M - h * dfdv - h * h * dfdx
|
||||
|
||||
// A = 0
|
||||
b3Mat33* A = (b3Mat33*)m_allocator->Allocate(m_particleCount * m_particleCount * sizeof(b3Mat33));
|
||||
b3SetZero(A, m_particleCount * m_particleCount);
|
||||
// Set the upper triangle zero
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
for (u32 j = i; j < m_particleCount; ++j)
|
||||
{
|
||||
A(i, j).SetZero();
|
||||
}
|
||||
}
|
||||
|
||||
// A += M
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
A[B3_INDEX(i, i, m_particleCount)] += b3Diagonal(m_particles[i]->mass);
|
||||
A(i, i) += b3Diagonal(m_particles[i]->m_mass);
|
||||
}
|
||||
|
||||
// A += - h * dfdv - h * h * dfdx
|
||||
// Set the upper triangle
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
for (u32 j = 0; j < m_particleCount; ++j)
|
||||
for (u32 j = i; j < m_particleCount; ++j)
|
||||
{
|
||||
A[B3_INDEX(i, j, m_particleCount)] += (-h * dfdv[B3_INDEX(i, j, m_particleCount)]) + (-h * h * dfdx[B3_INDEX(i, j, m_particleCount)]);
|
||||
A(i, j) += (-h * dfdv(i, j)) + (-h * h * dfdx(i, j));
|
||||
}
|
||||
}
|
||||
|
||||
// Assembly sparsity.
|
||||
u32 valueCapacity = m_particleCapacity * m_particleCapacity;
|
||||
|
||||
SA.row_ptrs[0] = 0;
|
||||
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
{
|
||||
u32 rowValueCount = 0;
|
||||
|
||||
for (u32 j = 0; j < m_particleCount; ++j)
|
||||
{
|
||||
b3Mat33 a = A[B3_INDEX(i, j, m_particleCount)];
|
||||
|
||||
if (b3IsZero(a) == false)
|
||||
{
|
||||
SA.values[SA.valueCount] = a;
|
||||
SA.cols[SA.valueCount] = j;
|
||||
++SA.valueCount;
|
||||
++rowValueCount;
|
||||
}
|
||||
}
|
||||
|
||||
SA.row_ptrs[i + 1] = SA.row_ptrs[(i + 1) - 1] + rowValueCount;
|
||||
}
|
||||
|
||||
B3_ASSERT(SA.valueCount <= valueCapacity);
|
||||
|
||||
m_allocator->Free(A);
|
||||
|
||||
m_allocator->Free(dfdv);
|
||||
m_allocator->Free(dfdx);
|
||||
|
||||
// Compute b
|
||||
|
||||
// Jx_v = dfdx * v
|
||||
b3DenseVec3 Jx_v(m_particleCount);
|
||||
b3Mul_Jx(Jx_v, m_springs, m_springCount, v);
|
||||
|
||||
// Jx_y = dfdx * y
|
||||
b3DenseVec3 Jx_y(m_particleCount);
|
||||
b3Mul_Jx(Jx_y, m_springs, m_springCount, y);
|
||||
|
||||
// b = h * (f0 + h * Jx_v + Jx_y)
|
||||
b = h * (f + h * Jx_v + Jx_y);
|
||||
// b = h * (f0 + h * dfdx * v + dfdx * y)
|
||||
b = h * (f + h * (dfdx * v) + dfdx * y);
|
||||
}
|
||||
|
||||
void b3ClothSolver::Compute_S_z(b3DiagMat33& S, b3DenseVec3& z)
|
||||
@ -466,13 +371,13 @@ void b3ClothSolver::Compute_S_z(b3DiagMat33& S, b3DenseVec3& z)
|
||||
}
|
||||
|
||||
void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
|
||||
const b3SparseMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const
|
||||
const b3SparseSymMat33& A, const b3DenseVec3& b, const b3DiagMat33& S, const b3DenseVec3& z, const b3DenseVec3& y) const
|
||||
{
|
||||
B3_PROFILE("Solve Ax = b");
|
||||
|
||||
// P = diag(A)
|
||||
b3DiagMat33 inv_P(m_particleCount);
|
||||
A.AssembleDiagonal(inv_P);
|
||||
A.Diagonal(inv_P);
|
||||
|
||||
// Invert
|
||||
for (u32 i = 0; i < m_particleCount; ++i)
|
||||
@ -526,8 +431,14 @@ void b3ClothSolver::Solve(b3DenseVec3& x, u32& iterations,
|
||||
u32 iteration = 0;
|
||||
|
||||
// Main iteration loop.
|
||||
while (iteration < max_iterations)
|
||||
for (;;)
|
||||
{
|
||||
// Divergence check.
|
||||
if (iteration >= max_iterations)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
B3_ASSERT(b3IsValid(delta_new));
|
||||
|
||||
// Convergence check.
|
||||
|
62
src/bounce/dynamics/cloth/force.cpp
Normal file
62
src/bounce/dynamics/cloth/force.cpp
Normal file
@ -0,0 +1,62 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <bounce/dynamics/cloth/force.h>
|
||||
#include <bounce/dynamics/cloth/spring_force.h>
|
||||
|
||||
b3Force* b3Force::Create(const b3ForceDef* def)
|
||||
{
|
||||
b3SpringForce* force = NULL;
|
||||
switch (def->type)
|
||||
{
|
||||
case e_springForce:
|
||||
{
|
||||
void* block = b3Alloc(sizeof(b3SpringForce));
|
||||
force = new (block) b3SpringForce((b3SpringForceDef*)def);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return force;
|
||||
}
|
||||
|
||||
void b3Force::Destroy(b3Force* force)
|
||||
{
|
||||
B3_ASSERT(force);
|
||||
|
||||
b3ForceType type = force->GetType();
|
||||
switch (type)
|
||||
{
|
||||
case e_springForce:
|
||||
{
|
||||
b3SpringForce* o = (b3SpringForce*)force;
|
||||
o->~b3SpringForce();
|
||||
b3Free(force);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
B3_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
69
src/bounce/dynamics/cloth/particle.cpp
Normal file
69
src/bounce/dynamics/cloth/particle.cpp
Normal file
@ -0,0 +1,69 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <bounce/dynamics/cloth/particle.h>
|
||||
#include <bounce/dynamics/cloth/cloth.h>
|
||||
|
||||
b3Particle::b3Particle(const b3ParticleDef& def, b3Cloth* cloth)
|
||||
{
|
||||
m_cloth = cloth;
|
||||
m_type = def.type;
|
||||
m_position = def.position;
|
||||
m_velocity = def.velocity;
|
||||
m_force = def.force;
|
||||
m_translation.SetZero();
|
||||
m_mass = 0.0f;
|
||||
m_invMass = 0.0f;
|
||||
m_radius = def.radius;
|
||||
m_userData = nullptr;
|
||||
m_x.SetZero();
|
||||
m_vertex = ~0;
|
||||
|
||||
m_contact.n_active = false;
|
||||
m_contact.t1_active = false;
|
||||
m_contact.t2_active = false;
|
||||
m_contact.Fn = 0.0f;
|
||||
m_contact.Ft1 = 0.0f;
|
||||
m_contact.Ft2 = 0.0f;
|
||||
}
|
||||
|
||||
b3Particle::~b3Particle()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void b3Particle::SetType(b3ParticleType type)
|
||||
{
|
||||
if (m_type == type)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_type = type;
|
||||
m_force.SetZero();
|
||||
|
||||
if (type == e_staticParticle)
|
||||
{
|
||||
m_velocity.SetZero();
|
||||
m_translation.SetZero();
|
||||
|
||||
m_contact.n_active = false;
|
||||
m_contact.t1_active = false;
|
||||
m_contact.t2_active = false;
|
||||
}
|
||||
}
|
121
src/bounce/dynamics/cloth/spring_force.cpp
Normal file
121
src/bounce/dynamics/cloth/spring_force.cpp
Normal file
@ -0,0 +1,121 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include <bounce/dynamics/cloth/spring_force.h>
|
||||
#include <bounce/dynamics/cloth/particle.h>
|
||||
#include <bounce/dynamics/cloth/cloth_solver.h>
|
||||
|
||||
void b3SpringForceDef::Initialize(b3Particle* particle1, b3Particle* particle2, float32 structuralStiffness, float32 dampingStiffness)
|
||||
{
|
||||
type = e_springForce;
|
||||
p1 = particle1;
|
||||
p2 = particle2;
|
||||
b3Vec3 x1 = p1->GetPosition();
|
||||
b3Vec3 x2 = p2->GetPosition();
|
||||
restLength = b3Distance(x1, x2);
|
||||
structural = structuralStiffness;
|
||||
damping = dampingStiffness;
|
||||
}
|
||||
|
||||
b3SpringForce::b3SpringForce(const b3SpringForceDef* def)
|
||||
{
|
||||
m_type = e_springForce;
|
||||
m_p1 = def->p1;
|
||||
m_p2 = def->p2;
|
||||
m_L0 = def->restLength;
|
||||
m_ks = def->structural;
|
||||
m_kd = def->damping;
|
||||
}
|
||||
|
||||
b3SpringForce::~b3SpringForce()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void b3SpringForce::Initialize(const b3ClothSolverData* data)
|
||||
{
|
||||
u32 i1 = m_p1->m_solverId;
|
||||
u32 i2 = m_p2->m_solverId;
|
||||
|
||||
b3Vec3 x1 = data->x[i1];
|
||||
b3Vec3 v1 = data->v[i1];
|
||||
|
||||
b3Vec3 x2 = data->x[i2];
|
||||
b3Vec3 v2 = data->v[i2];
|
||||
|
||||
b3Mat33 I; I.SetIdentity();
|
||||
|
||||
b3Vec3 dx = x1 - x2;
|
||||
|
||||
float32 L = b3Length(dx);
|
||||
|
||||
if (L >= m_L0)
|
||||
{
|
||||
b3Vec3 n = dx / L;
|
||||
|
||||
// Tension
|
||||
m_f = -m_ks * (L - m_L0) * n;
|
||||
|
||||
// Jacobian
|
||||
m_Jx = -m_ks * (b3Outer(dx, dx) + (1.0f - m_L0 / L) * (I - b3Outer(dx, dx)));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_f.SetZero();
|
||||
m_Jx.SetZero();
|
||||
}
|
||||
|
||||
// Damping
|
||||
b3Vec3 dv = v1 - v2;
|
||||
|
||||
m_f += -m_kd * dv;
|
||||
m_Jv = -m_kd * I;
|
||||
}
|
||||
|
||||
void b3SpringForce::Apply(const b3ClothSolverData* data)
|
||||
{
|
||||
b3Vec3* f = data->f;
|
||||
b3SymMat33& dfdx = *data->dfdx;
|
||||
b3SymMat33& dfdv = *data->dfdv;
|
||||
|
||||
f[m_p1->m_solverId] += m_f;
|
||||
f[m_p2->m_solverId] -= m_f;
|
||||
|
||||
u32 i1 = m_p1->m_solverId;
|
||||
u32 i2 = m_p2->m_solverId;
|
||||
|
||||
b3Mat33 Jx11 = m_Jx;
|
||||
b3Mat33 Jx12 = -Jx11;
|
||||
b3Mat33 Jx21 = Jx12;
|
||||
b3Mat33 Jx22 = Jx11;
|
||||
|
||||
dfdx(i1, i1) += Jx11;
|
||||
dfdx(i1, i2) += Jx12;
|
||||
dfdx(i2, i1) += Jx21;
|
||||
dfdx(i2, i2) += Jx22;
|
||||
|
||||
b3Mat33 Jv11 = m_Jv;
|
||||
b3Mat33 Jv12 = -Jv11;
|
||||
b3Mat33 Jv21 = Jv12;
|
||||
b3Mat33 Jv22 = Jv11;
|
||||
|
||||
dfdv(i1, i1) += Jv11;
|
||||
dfdv(i1, i2) += Jv12;
|
||||
dfdv(i2, i1) += Jv21;
|
||||
dfdv(i2, i2) += Jv22;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user