/* * Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io * * 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 CLOTH_TEARING_H #define CLOTH_TEARING_H class ClothTearing : public Test { public: enum { e_w = 10, e_h = 10 }; ClothTearing() { g_camera->m_zoom = 20.0f; b3GridClothMesh m; b3ClothParticle** particles = (b3ClothParticle * *)b3Alloc(m.vertexCount * sizeof(b3ClothParticle*)); for (u32 i = 0; i < m.vertexCount; ++i) { b3ClothParticleDef pd; pd.type = e_dynamicClothParticle; pd.position = m.vertices[i]; b3ClothParticle* p = m_cloth.CreateParticle(pd); particles[i] = p; b3ClothSphereShapeDef sd; sd.p = p; sd.radius = 0.2f; sd.friction = 0.4f; m_cloth.CreateSphereShape(sd); } for (u32 i = 0; i < m.triangleCount; ++i) { u32 v1 = m.triangles[i].v1; u32 v2 = m.triangles[i].v2; u32 v3 = m.triangles[i].v3; b3ClothParticle* p1 = particles[v1]; b3ClothParticle* p2 = particles[v2]; b3ClothParticle* p3 = particles[v3]; b3ClothTriangleShapeDef tsd; tsd.p1 = p1; tsd.p2 = p2; tsd.p3 = p3; tsd.v1 = m.vertices[v1]; tsd.v2 = m.vertices[v2]; tsd.v3 = m.vertices[v3]; tsd.density = 0.1f; m_cloth.CreateTriangleShape(tsd); { b3SpringForceDef sfd; sfd.Initialize(p1, p2, 1000.0f, 10.0f); CreateSpringForce(sfd); } { b3SpringForceDef sfd; sfd.Initialize(p2, p3, 1000.0f, 10.0f); CreateSpringForce(sfd); } { b3SpringForceDef sfd; sfd.Initialize(p3, p1, 1000.0f, 10.0f); CreateSpringForce(sfd); } } for (u32 i = 0; i < e_w + 1; ++i) { u32 vertex = m.GetVertex(0, i); particles[vertex]->SetType(e_staticClothParticle); } b3Free(particles); m_cloth.SetGravity(b3Vec3(0.0f, -9.8f, 0.0f)); m_clothDragger = new b3ClothDragger(&m_ray, &m_cloth); m_clothDragger->SetStaticDrag(false); } ~ClothTearing() { delete m_clothDragger; } b3SpringForce* FindSpringForce(b3ClothParticle* p1, b3ClothParticle* p2) { for (b3Force* f = m_cloth.GetForceList().m_head; f; f = f->GetNext()) { if (f->GetType() != e_springForce) { continue; } b3SpringForce* sf = (b3SpringForce*)f; b3ClothParticle* sp1 = sf->GetParticle1(); b3ClothParticle* sp2 = sf->GetParticle2(); if (sp1 == p1 && sp2 == p2) { return sf; } if (sp1 == p2 && sp2 == p1) { return sf; } } return nullptr; } b3SpringForce* CreateSpringForce(const b3SpringForceDef& def) { b3SpringForce* sf = FindSpringForce(def.p1, def.p2); if (sf != nullptr) { return sf; } return (b3SpringForce*)m_cloth.CreateForce(def); } void DrawSpringForces() { for (b3Force* f = m_cloth.GetForceList().m_head; f; f = f->GetNext()) { if (f->GetType() != e_springForce) { continue; } b3SpringForce* s = (b3SpringForce*)f; b3ClothParticle* p1 = s->GetParticle1(); b3ClothParticle* p2 = s->GetParticle2(); g_draw->DrawSegment(p1->GetPosition(), p2->GetPosition(), b3Color_black); } } void Partition(b3ClothParticle* p, const b3Plane& plane, b3Array& above, b3Array& below) { for (b3ClothTriangleShape* t = m_cloth.GetTriangleShapeList().m_head; t; t = t->GetNext()) { b3ClothParticle* p1 = t->GetParticle1(); b3ClothParticle* p2 = t->GetParticle2(); b3ClothParticle* p3 = t->GetParticle3(); if (p1 != p && p2 != p && p3 != p) { continue; } b3Vec3 x1 = p1->GetPosition(); b3Vec3 x2 = p2->GetPosition(); b3Vec3 x3 = p3->GetPosition(); b3Vec3 center = (x1 + x2 + x3) / 3.0f; scalar distance = b3Distance(center, plane); if (distance > 0.0f) { above.PushBack(t); } else { below.PushBack(t); } } } bool HasSpring(const b3Array& triangles, b3ClothParticle* pOld, b3ClothParticle* pOther) { for (u32 i = 0; i < triangles.Count(); ++i) { b3ClothTriangleShape* triangle = triangles[i]; b3ClothParticle* tp1 = triangle->GetParticle1(); b3ClothParticle* tp2 = triangle->GetParticle2(); b3ClothParticle* tp3 = triangle->GetParticle3(); // 1, 2 if (tp1 == pOld && tp2 == pOther) { return true; } // 2, 1 if (tp2 == pOld && tp1 == pOther) { return true; } // 2, 3 if (tp2 == pOld && tp3 == pOther) { return true; } // 3, 2 if (tp3 == pOld && tp2 == pOther) { return true; } // 3, 1 if (tp3 == pOld && tp1 == pOther) { return true; } // 1, 3 if (tp1 == pOld && tp3 == pOther) { return true; } } return false; } bool SplitParticle(b3ClothParticle* pOld, const b3Plane& plane) { // Collect triangles. b3StackArray trianglesAbove, trianglesBelow; Partition(pOld, plane, trianglesAbove, trianglesBelow); // There must be at least one triangle on each side of the plane. if (trianglesAbove.Count() == 0 || trianglesBelow.Count() == 0) { return false; } b3ClothParticleDef pdNew; pdNew.type = pOld->GetType(); pdNew.position = pOld->GetPosition() - 0.2f * plane.normal; b3ClothParticle* pNew = m_cloth.CreateParticle(pdNew); b3ClothSphereShapeDef ssdNew; ssdNew.p = pNew; ssdNew.radius = 0.2f; ssdNew.friction = 0.4f; m_cloth.CreateSphereShape(ssdNew); for (u32 i = 0; i < trianglesBelow.Count(); ++i) { b3ClothTriangleShape* triangle = trianglesBelow[i]; b3ClothParticle* p1 = triangle->GetParticle1(); b3ClothParticle* p2 = triangle->GetParticle2(); b3ClothParticle* p3 = triangle->GetParticle3(); m_cloth.DestroyTriangleShape(triangle); if (p1 == pOld) { b3ClothTriangleShapeDef tdNew; tdNew.p1 = pNew; tdNew.p2 = p2; tdNew.p3 = p3; tdNew.v1 = pNew->GetPosition(); tdNew.v2 = p2->GetPosition(); tdNew.v3 = p3->GetPosition(); m_cloth.CreateTriangleShape(tdNew); b3SpringForce* sf1 = FindSpringForce(p1, p2); if (sf1) { b3SpringForceDef sNew; sNew.p1 = pNew; sNew.p2 = p2; sNew.restLength = sf1->GetRestLenght(); sNew.structural = sf1->GetStructuralStiffness(); sNew.damping = sf1->GetDampingStiffness(); m_cloth.CreateForce(sNew); if (HasSpring(trianglesAbove, p1, p2) == false) { m_cloth.DestroyForce(sf1); } } b3SpringForce* sf2 = FindSpringForce(p3, p1); if (sf2) { b3SpringForceDef sNew; sNew.p1 = p3; sNew.p2 = pNew; sNew.restLength = sf2->GetRestLenght(); sNew.structural = sf2->GetStructuralStiffness(); sNew.damping = sf2->GetDampingStiffness(); m_cloth.CreateForce(sNew); if (HasSpring(trianglesAbove, p3, p1) == false) { m_cloth.DestroyForce(sf2); } } } if (p2 == pOld) { b3ClothTriangleShapeDef tdNew; tdNew.p1 = p1; tdNew.p2 = pNew; tdNew.p3 = p3; tdNew.v1 = p1->GetPosition(); tdNew.v2 = pNew->GetPosition(); tdNew.v3 = p3->GetPosition(); m_cloth.CreateTriangleShape(tdNew); b3SpringForce* sf1 = FindSpringForce(p1, p2); if (sf1) { b3SpringForceDef sNew; sNew.p1 = p1; sNew.p2 = pNew; sNew.restLength = sf1->GetRestLenght(); sNew.structural = sf1->GetStructuralStiffness(); sNew.damping = sf1->GetDampingStiffness(); m_cloth.CreateForce(sNew); if (HasSpring(trianglesAbove, p1, p2) == false) { m_cloth.DestroyForce(sf1); } } b3SpringForce* sf2 = FindSpringForce(p2, p3); if (sf2) { b3SpringForceDef sNew; sNew.p1 = pNew; sNew.p2 = p3; sNew.restLength = sf2->GetRestLenght(); sNew.structural = sf2->GetStructuralStiffness(); sNew.damping = sf2->GetDampingStiffness(); m_cloth.CreateForce(sNew); if (HasSpring(trianglesAbove, p2, p3) == false) { m_cloth.DestroyForce(sf2); } } } if (p3 == pOld) { b3ClothTriangleShapeDef tdNew; tdNew.p1 = p1; tdNew.p2 = p2; tdNew.p3 = pNew; tdNew.v1 = p1->GetPosition(); tdNew.v2 = p2->GetPosition(); tdNew.v3 = pNew->GetPosition(); m_cloth.CreateTriangleShape(tdNew); b3SpringForce* sf1 = FindSpringForce(p2, p3); if (sf1) { b3SpringForceDef sNew; sNew.p1 = p2; sNew.p2 = pNew; sNew.restLength = sf1->GetRestLenght(); sNew.structural = sf1->GetStructuralStiffness(); sNew.damping = sf1->GetDampingStiffness(); m_cloth.CreateForce(sNew); if (HasSpring(trianglesAbove, p2, p3) == false) { m_cloth.DestroyForce(sf1); } } b3SpringForce* sf2 = FindSpringForce(p3, p1); if (sf2) { b3SpringForceDef sNew; sNew.p1 = pNew; sNew.p2 = p1; sNew.restLength = sf2->GetRestLenght(); sNew.structural = sf2->GetStructuralStiffness(); sNew.damping = sf2->GetDampingStiffness(); m_cloth.CreateForce(sNew); if (HasSpring(trianglesAbove, p3, p1) == false) { m_cloth.DestroyForce(sf2); } } } } return true; } bool Tear() { b3Force* f = m_cloth.GetForceList().m_head; while (f) { if (f->GetType() != e_springForce) { f = f->GetNext(); continue; } b3SpringForce* s = (b3SpringForce*)f; f = f->GetNext(); b3Vec3 tension = s->GetActionForce(); const scalar kMaxTension = 1000.0f; if (b3LengthSquared(tension) <= kMaxTension * kMaxTension) { continue; } b3ClothParticle* p1 = s->GetParticle1(); b3ClothParticle* p2 = s->GetParticle2(); b3Vec3 x1 = p1->GetPosition(); b3Vec3 x2 = p2->GetPosition(); if (p1->GetType() == e_dynamicClothParticle) { b3Vec3 n = b3Normalize(x2 - x1); b3Plane plane(n, x1); bool wasSplit = SplitParticle(p1, plane); if (wasSplit) { return true; } } if (p2->GetType() == e_dynamicClothParticle) { b3Vec3 n = b3Normalize(x1 - x2); b3Plane plane(n, x2); bool wasSplit = SplitParticle(p2, plane); if (wasSplit) { return true; } } } return false; } void Step() { Test::Step(); m_cloth.Step(g_testSettings->inv_hertz, g_testSettings->velocityIterations, g_testSettings->positionIterations); while (Tear()); m_cloth.Draw(); DrawSpringForces(); if (m_clothDragger->IsDragging()) { b3Vec3 pA = m_clothDragger->GetPointA(); b3Vec3 pB = m_clothDragger->GetPointB(); g_draw->DrawPoint(pA, 4.0f, b3Color_green); g_draw->DrawPoint(pB, 4.0f, b3Color_green); g_draw->DrawSegment(pA, pB, b3Color_white); } extern u32 b3_clothSolverIterations; g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations); scalar E = m_cloth.GetEnergy(); g_draw->DrawString(b3Color_white, "E = %f", E); } void MouseMove(const b3Ray3& pw) { Test::MouseMove(pw); if (m_clothDragger->IsDragging() == true) { m_clothDragger->Drag(); } } void MouseLeftDown(const b3Ray3& pw) { Test::MouseLeftDown(pw); if (m_clothDragger->IsDragging() == false) { m_clothDragger->StartDragging(); } } void MouseLeftUp(const b3Ray3& pw) { Test::MouseLeftUp(pw); if (m_clothDragger->IsDragging() == true) { m_clothDragger->StopDragging(); } } static Test* Create() { return new ClothTearing(); } b3Cloth m_cloth; b3ClothDragger* m_clothDragger; }; #endif