249 lines
4.9 KiB
C++
249 lines
4.9 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_SOFT_BODY_NODE_H
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#define B3_SOFT_BODY_NODE_H
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#include <bounce/common/math/vec2.h>
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#include <bounce/common/math/vec3.h>
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#include <bounce/common/math/transform.h>
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class b3SoftBody;
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// Static node: Can be moved manually.
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// Kinematic node: Non-zero velocity, can be moved by the solver.
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// Dynamic node: Non-zero velocity determined by force, can be moved by the solver.
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enum b3SoftBodyNodeType
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{
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e_staticSoftBodyNode,
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e_kinematicSoftBodyNode,
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e_dynamicSoftBodyNode
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};
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// A soft body node.
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struct b3SoftBodyNode
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{
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public:
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// Set the node type.
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void SetType(b3SoftBodyNodeType type);
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// Get the node type.
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b3SoftBodyNodeType GetType() const;
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// Get the vertex index.
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u32 GetVertex() const;
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// Set the node position.
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// If the node 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 node position.
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const b3Vec3& GetPosition() const;
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// Set the node velocity.
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void SetVelocity(const b3Vec3& velocity);
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// Get the node velocity.
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const b3Vec3& GetVelocity() const;
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// Get the node mass.
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float32 GetMass() const;
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// Set the node mass damping.
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void SetMassDamping(float32 damping);
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// Get the node mass damping.
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float32 GetMassDamping() const;
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// Set the node radius.
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void SetRadius(float32 radius);
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// Get the node radius.
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float32 GetRadius() const;
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// Set the node coefficient of friction.
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void SetFriction(float32 friction);
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// Get the node 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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private:
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friend class b3SoftBody;
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friend class b3SoftBodyContactManager;
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friend class b3SoftBodySolver;
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friend class b3SoftBodyForceSolver;
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friend class b3SoftBodyContactSolver;
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friend class b3NodeBodyContact;
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b3SoftBodyNode() { }
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~b3SoftBodyNode() { }
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// Synchronize node
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void Synchronize(const b3Vec3& displacement);
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// Destroy associated contacts
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void DestroyContacts();
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// Type
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b3SoftBodyNodeType 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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// 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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// Mass damping
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float32 m_massDamping;
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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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// Soft body mesh vertex index.
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u32 m_vertex;
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// Broadphase proxy
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u32 m_broadPhaseId;
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// Soft body
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b3SoftBody* m_body;
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};
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inline void b3SoftBodyNode::SetType(b3SoftBodyNodeType type)
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{
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if (m_type == type)
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{
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return;
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}
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m_type = type;
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m_force.SetZero();
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if (type == e_staticSoftBodyNode)
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{
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m_velocity.SetZero();
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Synchronize(b3Vec3_zero);
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}
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DestroyContacts();
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}
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inline b3SoftBodyNodeType b3SoftBodyNode::GetType() const
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{
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return m_type;
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}
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inline u32 b3SoftBodyNode::GetVertex() const
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{
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return m_vertex;
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}
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inline void b3SoftBodyNode::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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Synchronize(displacement);
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}
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inline const b3Vec3& b3SoftBodyNode::GetPosition() const
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{
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return m_position;
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}
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inline void b3SoftBodyNode::SetVelocity(const b3Vec3& velocity)
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{
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if (m_type == e_staticSoftBodyNode)
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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& b3SoftBodyNode::GetVelocity() const
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{
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return m_velocity;
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}
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inline float32 b3SoftBodyNode::GetMass() const
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{
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return m_mass;
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}
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inline void b3SoftBodyNode::SetMassDamping(float32 massDamping)
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{
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m_massDamping = massDamping;
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}
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inline float32 b3SoftBodyNode::GetMassDamping() const
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{
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return m_massDamping;
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}
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inline void b3SoftBodyNode::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 b3SoftBodyNode::GetRadius() const
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{
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return m_radius;
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}
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inline void b3SoftBodyNode::SetFriction(float32 friction)
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{
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m_friction = friction;
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}
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inline float32 b3SoftBodyNode::GetFriction() const
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{
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return m_friction;
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}
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inline void b3SoftBodyNode::ApplyForce(const b3Vec3& force)
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{
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if (m_type != e_dynamicSoftBodyNode)
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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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#endif |