bounce/include/bounce/cloth/strech_force.h

126 lines
2.5 KiB
C++

/*
* 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 B3_STRECH_FORCE_H
#define B3_STRECH_FORCE_H
#include <bounce/cloth/force.h>
class b3ClothTriangle;
struct b3StrechForceDef : public b3ForceDef
{
b3StrechForceDef()
{
type = e_strechForce;
}
// Triangle
b3ClothTriangle* triangle;
// Streching stiffness
float32 streching;
// Damping stiffness
float32 damping;
// Desired strechiness in u direction
float32 bu;
// Desired strechiness in v direction
float32 bv;
};
// Strech force acting on a cloth triangle.
class b3StrechForce : public b3Force
{
public:
bool HasParticle(const b3Particle* particle) const;
b3ClothTriangle* GetTriangle() const;
float32 GetStrechingStiffness() const;
float32 GetDampingStiffness() const;
b3Vec3 GetActionForce1() const;
b3Vec3 GetActionForce2() const;
b3Vec3 GetActionForce3() const;
private:
friend class b3Force;
friend class b3Cloth;
b3StrechForce(const b3StrechForceDef* def);
~b3StrechForce();
void Apply(const b3ClothForceSolverData* data);
// Solver shared
// Triangle
b3ClothTriangle* m_triangle;
// Streching stiffness
float32 m_ks;
// Damping stiffness
float32 m_kd;
// bu
float32 m_bu;
// bv
float32 m_bv;
// Action forces
b3Vec3 m_f1, m_f2, m_f3;
};
inline b3ClothTriangle* b3StrechForce::GetTriangle() const
{
return m_triangle;
}
inline float32 b3StrechForce::GetStrechingStiffness() const
{
return m_ks;
}
inline float32 b3StrechForce::GetDampingStiffness() const
{
return m_kd;
}
inline b3Vec3 b3StrechForce::GetActionForce1() const
{
return m_f1;
}
inline b3Vec3 b3StrechForce::GetActionForce2() const
{
return m_f2;
}
inline b3Vec3 b3StrechForce::GetActionForce3() const
{
return m_f3;
}
#endif