323 lines
6.2 KiB
C++
323 lines
6.2 KiB
C++
/*
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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_PARTICLE_H
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#define B3_PARTICLE_H
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#include <bounce/cloth/force.h>
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#include <bounce/common/math/transform.h>
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#include <bounce/common/math/vec2.h>
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#include <bounce/common/template/list.h>
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class b3Shape;
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class b3Cloth;
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class b3Particle;
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// Static particle: Can be moved manually.
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// Kinematic particle: Non-zero velocity, can be moved by the solver.
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// Dynamic particle: Non-zero velocity determined by force, can be moved by the solver.
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enum b3ParticleType
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{
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e_staticParticle,
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e_kinematicParticle,
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e_dynamicParticle
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};
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//
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struct b3ParticleDef
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{
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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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radius = 0.0f;
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friction = 0.0f;
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userData = nullptr;
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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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float32 radius;
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float32 friction;
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void* userData;
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};
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// A contact between a particle and a solid
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struct b3ParticleBodyContact
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{
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b3Particle* p1;
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b3Shape* s2;
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// Contact constraint
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b3Vec3 normal1;
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b3Vec3 localPoint1;
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b3Vec3 localPoint2;
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float32 normalImpulse;
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// Friction constraint
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b3Vec3 t1, t2;
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b3Vec2 tangentImpulse;
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bool active;
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};
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struct b3ParticleBodyContactWorldPoint
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{
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void Initialize(const b3ParticleBodyContact* c, float32 rA, const b3Transform& xfA, float32 rB, const b3Transform& xfB);
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b3Vec3 point;
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b3Vec3 normal;
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float32 separation;
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};
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// Cloth primitive type
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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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// Cloth primitive broadphase proxy
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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 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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public:
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// Set the particle type.
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void SetType(b3ParticleType type);
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// Get the particle type.
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b3ParticleType GetType() const;
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// Get the vertex index.
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u32 GetVertex() const;
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// Set the particle position.
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// If the particle is dynamic changing the position directly might lead
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// to physically incorrect simulation behaviour.
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void SetPosition(const b3Vec3& position);
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// Get the particle position.
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const b3Vec3& GetPosition() const;
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// Set the particle velocity.
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void SetVelocity(const b3Vec3& velocity);
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// Get the particle velocity.
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const b3Vec3& GetVelocity() const;
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// Get the particle mass.
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float32 GetMass() const;
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// Set the particle radius.
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void SetRadius(float32 radius);
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// Get the particle radius.
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float32 GetRadius() const;
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// Set the particle coefficient of friction.
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void SetFriction(float32 friction);
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// Get the particle coefficient of friction.
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float32 GetFriction() const;
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// Apply a force.
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void ApplyForce(const b3Vec3& force);
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// Apply a translation.
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void ApplyTranslation(const b3Vec3& translation);
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// Get the next particle.
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b3Particle* GetNext();
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private:
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friend class b3List2<b3Particle>;
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friend class b3Cloth;
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friend class b3ClothTriangle;
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friend class b3ClothSolver;
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friend class b3ClothContactManager;
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friend class b3ParticleTriangleContact;
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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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b3Particle(const b3ParticleDef& def, b3Cloth* cloth);
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~b3Particle();
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// Synchronize particle AABB
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void Synchronize(const b3Vec3& displacement);
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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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// Position
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b3Vec3 m_position;
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// Velocity
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b3Vec3 m_velocity;
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// Applied external force
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b3Vec3 m_force;
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// Applied translation
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b3Vec3 m_translation;
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// Mass
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float32 m_mass;
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// Inverse mass
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float32 m_invMass;
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// Radius
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float32 m_radius;
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// Coefficient of friction
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float32 m_friction;
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// User data.
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void* m_userData;
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// Cloth mesh vertex index.
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u32 m_vertex;
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// Solver temp
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// Identifier
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u32 m_solverId;
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// Solution
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b3Vec3 m_x;
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// Parent cloth
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b3Cloth* m_cloth;
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// Contact
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b3ParticleBodyContact m_bodyContact;
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// AABB Proxy
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b3ClothAABBProxy m_aabbProxy;
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// Links to the cloth particle list.
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b3Particle* m_prev;
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b3Particle* m_next;
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};
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inline b3ParticleType b3Particle::GetType() const
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{
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return m_type;
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}
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inline u32 b3Particle::GetVertex() const
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{
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return m_vertex;
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}
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inline void b3Particle::SetPosition(const b3Vec3& position)
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{
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b3Vec3 displacement = position - m_position;
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m_position = position;
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m_translation.SetZero();
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Synchronize(displacement);
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SynchronizeTriangles();
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}
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inline const b3Vec3& b3Particle::GetPosition() const
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{
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return m_position;
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}
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inline void b3Particle::SetVelocity(const b3Vec3& velocity)
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{
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if (m_type == e_staticParticle)
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{
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return;
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}
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m_velocity = velocity;
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}
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inline const b3Vec3& b3Particle::GetVelocity() const
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{
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return m_velocity;
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}
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inline float32 b3Particle::GetMass() const
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{
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return m_mass;
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}
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inline void b3Particle::SetRadius(float32 radius)
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{
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m_radius = radius;
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Synchronize(b3Vec3_zero);
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}
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inline float32 b3Particle::GetRadius() const
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{
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return m_radius;
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}
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inline void b3Particle::SetFriction(float32 friction)
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{
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m_friction = friction;
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}
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inline float32 b3Particle::GetFriction() const
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{
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return m_friction;
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}
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inline void b3Particle::ApplyForce(const b3Vec3& force)
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{
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if (m_type != e_dynamicParticle)
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{
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return;
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}
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m_force += force;
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}
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inline void b3Particle::ApplyTranslation(const b3Vec3& translation)
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{
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m_translation += translation;
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}
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inline b3Particle* b3Particle::GetNext()
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{
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return m_next;
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}
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#endif |