bounce/include/bounce/cloth/cloth_contact_solver.h

182 lines
3.9 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_CLOTH_CONTACT_SOLVER_H
#define B3_CLOTH_CONTACT_SOLVER_H
#include <bounce/common/math/mat22.h>
#include <bounce/common/math/mat33.h>
class b3StackAllocator;
class b3Particle;
class b3Body;
struct b3ParticleBodyContact;
class b3ParticleTriangleContact;
struct b3ClothSolverBodyContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 friction;
b3Vec3 point;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 velocityBias;
b3Vec3 tangent1;
b3Vec3 tangent2;
b3Mat22 tangentMass;
b3Vec2 tangentImpulse;
};
struct b3ClothSolverBodyContactPositionConstraint
{
u32 indexA;
float32 invMassA;
b3Mat33 invIA;
float32 radiusA;
b3Vec3 localCenterA;
b3Body* bodyB;
float32 invMassB;
b3Mat33 invIB;
float32 radiusB;
b3Vec3 localCenterB;
b3Vec3 rA;
b3Vec3 rB;
b3Vec3 normalA;
b3Vec3 localPointA;
b3Vec3 localPointB;
};
struct b3ClothSolverTriangleContactVelocityConstraint
{
u32 indexA;
float32 invMassA;
u32 indexB;
float32 invMassB;
u32 indexC;
float32 invMassC;
u32 indexD;
float32 invMassD;
float32 wB, wC, wD;
b3Vec3 normal;
float32 normalMass;
float32 normalImpulse;
float32 friction;
b3Vec3 tangent1;
b3Vec3 tangent2;
float32 tangentMass1;
float32 tangentMass2;
float32 tangentImpulse1;
float32 tangentImpulse2;
};
struct b3ClothSolverTriangleContactPositionConstraint
{
u32 indexA;
float32 invMassA;
float32 radiusA;
u32 indexB;
float32 invMassB;
u32 indexC;
float32 invMassC;
u32 indexD;
float32 invMassD;
float32 triangleRadius;
float32 wB, wC, wD;
};
struct b3ClothContactSolverDef
{
b3StackAllocator* allocator;
b3Vec3* positions;
b3Vec3* velocities;
u32 bodyContactCount;
b3ParticleBodyContact** bodyContacts;
u32 triangleContactCount;
b3ParticleTriangleContact** triangleContacts;
};
inline float32 b3MixFriction(float32 u1, float32 u2)
{
return b3Sqrt(u1 * u2);
}
class b3ClothContactSolver
{
public:
b3ClothContactSolver(const b3ClothContactSolverDef& def);
~b3ClothContactSolver();
void InitializeBodyContactConstraints();
void InitializeTriangleContactConstraints();
void WarmStartBodyContactConstraints();
void WarmStartTriangleContactConstraints();
void SolveBodyContactVelocityConstraints();
void SolveTriangleContactVelocityConstraints();
void StoreImpulses();
bool SolveBodyContactPositionConstraints();
bool SolveTriangleContactPositionConstraints();
protected:
b3StackAllocator* m_allocator;
b3Vec3* m_positions;
b3Vec3* m_velocities;
u32 m_bodyContactCount;
b3ParticleBodyContact** m_bodyContacts;
b3ClothSolverBodyContactVelocityConstraint* m_bodyVelocityConstraints;
b3ClothSolverBodyContactPositionConstraint* m_bodyPositionConstraints;
u32 m_triangleContactCount;
b3ParticleTriangleContact** m_triangleContacts;
b3ClothSolverTriangleContactVelocityConstraint* m_triangleVelocityConstraints;
b3ClothSolverTriangleContactPositionConstraint* m_trianglePositionConstraints;
};
#endif