/* * 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_SOLVER_H #define B3_SPRING_SOLVER_H #include #include class b3Shape; class b3SpringCloth; class b3StackAllocator; struct b3DenseVec3; struct b3SparseMat33; struct b3MassContact; struct b3Spring; enum class b3MassType : u32; struct b3SpringSolverDef { b3SpringCloth* cloth; float32 dt; }; class b3SpringSolver { public: b3SpringSolver(const b3SpringSolverDef& def); ~b3SpringSolver(); void Solve(b3DenseVec3& extraForces); u32 GetIterations() const; private: // Apply internal forces and store their unique derivatives. void ApplySpringForces(); // Compute A and b in Ax = b void Compute_A_b(b3SparseMat33& A, b3DenseVec3& b) const; // Compute the initial guess for the iterative solver. void Compute_x0(b3DenseVec3& x0); // Compute the constraint projection matrix S. void Compute_S(b3Mat33* S); // Solve Ax = b. // Output x and the residual error f = Ax - b ~ 0. void Solve(b3DenseVec3& x0, b3DenseVec3& f, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b, const b3Mat33* S) const; b3SpringCloth * m_cloth; float32 m_h; b3Mat33* m_Jx; b3Mat33* m_Jv; u32 m_iterations; b3StackAllocator* m_allocator; b3Vec3* m_x; b3Vec3* m_v; b3Vec3* m_f; float32* m_m; float32* m_inv_m; b3Vec3* m_y; b3MassType* m_types; u32 m_massCount; b3MassContact* m_contacts; b3Spring* m_springs; u32 m_springCount; b3Shape** m_shapes; }; inline u32 b3SpringSolver::GetIterations() const { return m_iterations; } #endif