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bounce/include/bounce/dynamics/cloth/spring_solver.h

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/*
* 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_SPRING_SOLVER_H
#define B3_SPRING_SOLVER_H
#include <bounce/common/math/vec3.h>
#include <bounce/common/math/mat33.h>
class b3Shape;
class b3SpringCloth;
class b3StackAllocator;
struct b3DenseVec3;
struct b3SparseMat33;
struct b3MassContact;
struct b3Spring;
enum class b3MassType : u32;
struct b3SpringSolverDef
{
b3SpringCloth* cloth;
float32 dt;
};
class b3SpringSolver
{
public:
b3SpringSolver(const b3SpringSolverDef& def);
~b3SpringSolver();
void Solve(b3DenseVec3& extraForces);
u32 GetIterations() const;
private:
// Apply internal forces and store their unique derivatives.
void ApplySpringForces();
// Compute A and b in Ax = b
void Compute_A_b(b3SparseMat33& A, b3DenseVec3& b) const;
// Compute the initial guess for the iterative solver.
void Compute_x0(b3DenseVec3& x0);
// Compute the constraint projection matrix S.
void Compute_S(b3Mat33* S);
// Solve Ax = b.
// Output x and the residual error f = Ax - b ~ 0.
void Solve(b3DenseVec3& x0, b3DenseVec3& f, u32& iterations, const b3SparseMat33& A, const b3DenseVec3& b, const b3Mat33* S) const;
b3SpringCloth * m_cloth;
float32 m_h;
b3Mat33* m_Jx;
b3Mat33* m_Jv;
u32 m_iterations;
b3StackAllocator* m_allocator;
b3Vec3* m_x;
b3Vec3* m_v;
b3Vec3* m_f;
float32* m_m;
float32* m_inv_m;
b3Vec3* m_y;
b3MassType* m_types;
u32 m_massCount;
b3MassContact* m_contacts;
b3Spring* m_springs;
u32 m_springCount;
b3Shape** m_shapes;
};
inline u32 b3SpringSolver::GetIterations() const
{
return m_iterations;
}
#endif