2018-08-04 15:21:33 -03:00

342 lines
6.2 KiB
C++

/*
* 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>
#include <bounce/dynamics/cloth/force.h>
#include <bounce/common/math/vec2.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;
friction = 0.0f;
userData = nullptr;
}
b3ParticleType type;
b3Vec3 position;
b3Vec3 velocity;
b3Vec3 force;
float32 radius;
float32 friction;
void* userData;
};
// A contact between a particle and a solid
class b3BodyContact
{
public:
b3BodyContact() { }
~b3BodyContact() { }
b3Particle* p1;
b3Shape* s2;
// Contact constraint
b3Vec3 localPoint1;
b3Vec3 localPoint2;
float32 normalImpulse;
// Friction constraint
b3Vec3 t1, t2;
b3Vec2 tangentImpulse;
//
bool active;
};
struct b3BodyContactWorldPoint
{
void Initialize(const b3BodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
b3Vec3 point;
b3Vec3 normal;
float32 separation;
};
// A contact between two particles
class b3ParticleContact
{
public:
b3ParticleContact() { }
~b3ParticleContact() { }
b3Particle* p1;
b3Particle* p2;
// Contact constraint
float32 normalImpulse;
// Friction constraint
b3Vec3 t1, t2;
b3Vec2 tangentImpulse;
b3ParticleContact* m_prev;
b3ParticleContact* m_next;
};
struct b3ParticleContactWorldPoint
{
void Initialize(const b3ParticleContact* c);
b3Vec3 point;
b3Vec3 normal;
float32 separation;
};
// A contact between a particle and a triangle
class b3TriangleContact
{
public:
b3TriangleContact() { }
~b3TriangleContact() { }
b3Particle* p1;
b3Particle* p2;
b3Particle* p3;
b3Particle* p4;
bool front;
// Contact constraint
float32 normalImpulse;
b3TriangleContact* m_prev;
b3TriangleContact* m_next;
};
// 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;
// Set the particle position.
// If the particle is dynamic changing the position directly might lead
// to physically incorrect simulation behaviour.
void SetPosition(const b3Vec3& position);
// 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;
// Set the particle radius.
void SetRadius(float32 radius);
// Get the particle radius.
float32 GetRadius() const;
// Set the particle coefficient of friction.
void SetFriction(float32 friction);
// Get the particle coefficient of friction.
float32 GetFriction() 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;
friend class b3BendForce;
friend class b3FrictionForce;
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;
// Applied external translation
b3Vec3 m_translation;
// Mass
float32 m_mass;
// Inverse mass
float32 m_invMass;
// Radius
float32 m_radius;
// Coefficient of friction
float32 m_friction;
// User data.
void* m_userData;
// Cloth mesh vertex index.
u32 m_vertex;
// 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 void b3Particle::SetPosition(const b3Vec3& position)
{
m_position = position;
m_translation.SetZero();
}
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 void b3Particle::SetRadius(float32 radius)
{
m_radius = radius;
}
inline float32 b3Particle::GetRadius() const
{
return m_radius;
}
inline void b3Particle::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b3Particle::GetFriction() const
{
return m_friction;
}
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