Keep particles and triangles in a tree
This commit is contained in:
@ -19,11 +19,11 @@
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#ifndef B3_CLOTH_H
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#define B3_CLOTH_H
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#include <bounce/common/math/transform.h>
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#include <bounce/common/template/list.h>
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#include <bounce/common/memory/stack_allocator.h>
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#include <bounce/common/memory/block_pool.h>
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#include <bounce/collision/trees/dynamic_tree.h>
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#include <bounce/common/math/transform.h>
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#include <bounce/cloth/cloth_contact_manager.h>
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class b3World;
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class b3Shape;
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@ -42,6 +42,8 @@ class b3RayCastListener;
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struct b3RayCastInput;
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struct b3RayCastOutput;
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struct b3ClothAABBProxy;
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struct b3ClothRayCastSingleOutput
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{
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u32 triangle;
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@ -140,16 +142,23 @@ public:
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void Draw() const;
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private:
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friend class b3Particle;
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friend class b3ClothContactManager;
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// Compute mass of each particle.
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void ComputeMass();
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// Update contacts
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void UpdateContacts();
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// Update particle-body contacts
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void UpdateParticleBodyContacts();
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// Solve
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void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
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// Synchronize triangle AABB.
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void SynchronizeTriangle(u32 triangleIndex);
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// Time-step
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float32 m_dt;
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// Stack allocator
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b3StackAllocator m_stackAllocator;
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@ -165,6 +174,9 @@ private:
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// Vertex particles
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b3Particle** m_vertexParticles;
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// Triangle proxies
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b3ClothAABBProxy* m_triangleProxies;
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// Cloth density
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float32 m_density;
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@ -174,11 +186,11 @@ private:
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// List of particles
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b3List2<b3Particle> m_particleList;
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// Particle tree
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b3DynamicTree m_particleTree;
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// List of forces
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b3List2<b3Force> m_forceList;
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// Contact manager
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b3ClothContactManager m_contactManager;
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};
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inline void b3Cloth::SetGravity(const b3Vec3& gravity)
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81
include/bounce/cloth/cloth_contact_manager.h
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81
include/bounce/cloth/cloth_contact_manager.h
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@ -0,0 +1,81 @@
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_CLOTH_CONTACT_MANAGER_H
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#define B3_CLOTH_CONTACT_MANAGER_H
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#include <bounce/common/memory/block_pool.h>
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#include <bounce/common/template/list.h>
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#include <bounce/collision/broad_phase.h>
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class b3Cloth;
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class b3Particle;
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struct b3ClothMeshTriangle;
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struct b3ClothAABBProxy;
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// Contact between particle and a triangle
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class b3ParticleTriangleContact
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{
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public:
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b3Particle* m_p1;
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b3ClothMeshTriangle* m_triangle;
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b3ClothAABBProxy* m_triangleProxy;
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b3Particle* m_p2;
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b3Particle* m_p3;
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b3Particle* m_p4;
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bool m_front;
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bool m_active;
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float32 m_normalImpulse;
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b3ParticleTriangleContact* m_prev;
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b3ParticleTriangleContact* m_next;
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};
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// Contact delegator for b3Cloth.
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class b3ClothContactManager
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{
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public:
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b3ClothContactManager();
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// The broad-phase callback.
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void AddPair(void* data1, void* data2);
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void FindNewContacts();
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void UpdateContacts();
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b3ParticleTriangleContact* Create();
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void Destroy(b3ParticleTriangleContact* c);
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void Update(b3ParticleTriangleContact* c);
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b3Cloth* m_cloth;
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b3BlockPool m_particleTriangleContactBlocks;
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b3BroadPhase m_broadPhase;
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b3List2<b3ParticleTriangleContact> m_particleTriangleContactList;
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};
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#endif
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@ -28,6 +28,7 @@ class b3Particle;
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class b3Body;
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struct b3ParticleBodyContact;
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class b3ParticleTriangleContact;
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struct b3DenseVec3;
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@ -80,6 +81,44 @@ struct b3ClothSolverBodyContactPositionConstraint
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b3Vec3 localPointB;
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};
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struct b3ClothSolverTriangleContactVelocityConstraint
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{
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u32 indexA;
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float32 invMassA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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b3Vec3 JA;
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b3Vec3 JB;
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b3Vec3 JC;
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b3Vec3 JD;
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float32 normalMass;
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float32 normalImpulse;
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};
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struct b3ClothSolverTriangleContactPositionConstraint
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{
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u32 indexA;
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float32 invMassA;
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float32 radiusA;
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u32 indexB;
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float32 invMassB;
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u32 indexC;
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float32 invMassC;
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u32 indexD;
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float32 invMassD;
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float32 triangleRadius;
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bool front;
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};
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struct b3ClothContactSolverDef
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{
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b3StackAllocator* allocator;
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@ -89,6 +128,9 @@ struct b3ClothContactSolverDef
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u32 bodyContactCount;
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b3ParticleBodyContact** bodyContacts;
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u32 triangleContactCount;
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b3ParticleTriangleContact** triangleContacts;
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};
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inline float32 b3MixFriction(float32 u1, float32 u2)
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@ -103,14 +145,18 @@ public:
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~b3ClothContactSolver();
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void InitializeBodyContactConstraints();
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void InitializeTriangleContactConstraints();
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void WarmStart();
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void WarmStartBodyContactConstraints();
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void WarmStartTriangleContactConstraints();
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void SolveBodyContactVelocityConstraints();
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void SolveTriangleContactVelocityConstraints();
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void StoreImpulses();
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bool SolveBodyContactPositionConstraints();
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bool SolveTriangleContactPositionConstraints();
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protected:
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b3StackAllocator* m_allocator;
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@ -121,6 +167,11 @@ protected:
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b3ParticleBodyContact** m_bodyContacts;
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b3ClothSolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
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b3ClothSolverBodyContactPositionConstraint* m_bodyPositionConstraints;
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u32 m_triangleContactCount;
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b3ParticleTriangleContact** m_triangleContacts;
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b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
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b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
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};
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#endif
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@ -34,6 +34,7 @@ struct b3SparseSymMat33;
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struct b3SparseSymMat33View;
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struct b3ParticleBodyContact;
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class b3ParticleTriangleContact;
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struct b3ClothSolverDef
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{
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@ -41,6 +42,7 @@ struct b3ClothSolverDef
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u32 particleCapacity;
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u32 forceCapacity;
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u32 bodyContactCapacity;
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u32 triangleContactCapacity;
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};
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struct b3ClothSolverData
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@ -75,6 +77,7 @@ public:
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void Add(b3Particle* p);
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void Add(b3Force* f);
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void Add(b3ParticleBodyContact* c);
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void Add(b3ParticleTriangleContact* c);
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void Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterations, u32 positionIterations);
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private:
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@ -107,6 +110,10 @@ private:
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u32 m_bodyContactCount;
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b3ParticleBodyContact** m_bodyContacts;
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u32 m_triangleContactCapacity;
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u32 m_triangleContactCount;
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b3ParticleTriangleContact** m_triangleContacts;
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b3ClothSolverData m_solverData;
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};
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@ -44,6 +44,7 @@ struct b3ParticleDef
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b3ParticleDef()
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{
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type = e_staticParticle;
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mass = 0.0f;
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position.SetZero();
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velocity.SetZero();
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force.SetZero();
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@ -53,6 +54,7 @@ struct b3ParticleDef
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}
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b3ParticleType type;
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float32 mass;
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b3Vec3 position;
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b3Vec3 velocity;
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b3Vec3 force;
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@ -89,6 +91,20 @@ struct b3ParticleBodyContactWorldPoint
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float32 separation;
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};
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enum b3ClothAABBProxyType
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{
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e_particleProxy,
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e_triangleProxy
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};
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struct b3ClothAABBProxy
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{
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b3ClothAABBProxyType type;
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void* data;
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u32 index;
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u32 broadPhaseId;
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};
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// A cloth particle.
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class b3Particle
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{
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@ -143,18 +159,23 @@ private:
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friend class b3List2<b3Particle>;
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friend class b3Cloth;
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friend class b3ClothSolver;
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friend class b3ClothContactManager;
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friend class b3ClothContactSolver;
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friend class b3Force;
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friend class b3SpringForce;
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friend class b3BendForce;
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friend class b3FrictionForce;
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b3Particle(const b3ParticleDef& def, b3Cloth* cloth);
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~b3Particle();
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// Synchronize AABB
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// Synchronize particle AABB
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void Synchronize();
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// Synchronize triangles AABB
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void SynchronizeTriangles();
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// Destroy contacts.
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void DestroyContacts();
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// Type
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b3ParticleType m_type;
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@ -202,8 +223,8 @@ private:
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// Contact
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b3ParticleBodyContact m_bodyContact;
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// Particle tree identifier
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u32 m_treeId;
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// AABB Proxy
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b3ClothAABBProxy m_aabbProxy;
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//
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b3Particle* m_prev;
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@ -228,6 +249,7 @@ inline void b3Particle::SetPosition(const b3Vec3& position)
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m_translation.SetZero();
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Synchronize();
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SynchronizeTriangles();
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}
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inline const b3Vec3& b3Particle::GetPosition() const
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