293 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			293 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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| 
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| #ifndef SOFT_BODY_H
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| #define SOFT_BODY_H
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| 
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| #include <bounce/meshgen/sphere_mesh.h>
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| 
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| struct b3QClothMesh : public b3ClothMesh
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| {
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| 	b3StackArray<b3Vec3, 256> clothVertices;
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| 	b3StackArray<b3ClothMeshTriangle, 256> clothTriangles;
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| 	b3ClothMeshMesh clothMesh;
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| 
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| 	b3QClothMesh()
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| 	{
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| 		vertices = nullptr;
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| 		vertexCount = 0;
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| 		triangles = nullptr;
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| 		triangleCount = 0;
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| 		meshCount = 0;
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| 		meshes = nullptr;
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| 		sewingLineCount = 0;
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| 		sewingLines = nullptr;
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| 	}
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| 
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| 	void SetAsSphere(float32 radius = 1.0f)
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| 	{
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| 		smMesh mesh;
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| 		smCreateMesh(mesh, 2);
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| 
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| 		clothVertices.Resize(mesh.vertexCount);
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| 		for (u32 i = 0; i < mesh.vertexCount; ++i)
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| 		{
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| 			clothVertices[i] = radius * mesh.vertices[i];
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| 		}
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| 
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| 		clothTriangles.Resize(mesh.indexCount / 3);
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| 		for (u32 i = 0; i < mesh.indexCount / 3; ++i)
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| 		{
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| 			clothTriangles[i].v1 = mesh.indices[3 * i + 0];
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| 			clothTriangles[i].v2 = mesh.indices[3 * i + 1];
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| 			clothTriangles[i].v3 = mesh.indices[3 * i + 2];
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| 		}
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| 
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| 		clothMesh.startTriangle = 0;
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| 		clothMesh.triangleCount = clothTriangles.Count();
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| 		clothMesh.startVertex = 0;
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| 		clothMesh.vertexCount = clothVertices.Count();
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| 
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| 		vertices = clothVertices.Begin();
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| 		vertexCount = clothVertices.Count();
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| 		triangles = clothTriangles.Begin();
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| 		triangleCount = clothTriangles.Count();
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| 		meshCount = 1;
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| 		meshes = &clothMesh;
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| 	}
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| };
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| 
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| class SoftBody : public Test
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| {
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| public:
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| 	SoftBody()
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| 	{
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| 		m_mesh.SetAsSphere(2.0f);
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| 
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| 		// Translate the cloth mesh upwards
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| 		for (u32 i = 0; i < m_mesh.vertexCount; ++i)
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| 		{
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| 			m_mesh.vertices[i].y += 10.0f;
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| 		}
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| 
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| 		// Create cloth
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| 		b3ClothDef def;
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| 		def.mesh = &m_mesh;
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| 		def.density = 0.2f;
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| 		def.structural = 10000.0f;
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| 		def.bending = 0.0f;
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| 		def.damping = 0.0f;
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| 
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| 		m_cloth = new b3Cloth(def);
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| 
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| 		for (b3Particle* p = m_cloth->GetParticleList().m_head; p; p = p->GetNext())
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| 		{
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| 			p->SetRadius(0.05f);
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| 			p->SetFriction(0.5f);
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| 		}
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| 
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| 		b3Vec3 gravity(0.0f, -9.8f, 0.0f);
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| 		
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| 		m_cloth->SetGravity(gravity);
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| 
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| 		// Attach a world to the cloth
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| 		m_cloth->SetWorld(&m_world);
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| 
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| 		// Create static shapes
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| 		{
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| 			b3BodyDef bd;
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| 			bd.type = e_staticBody;
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| 
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| 			b3Body* b = m_world.CreateBody(bd);
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| 
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| 			static b3BoxHull boxHull(10.0f, 1.0f, 10.0f);
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| 
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| 			b3HullShape boxShape;
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| 			boxShape.m_hull = &boxHull;
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| 
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| 			b3ShapeDef sd;
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| 			sd.shape = &boxShape;
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| 			sd.friction = 0.5f;
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| 
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| 			b->CreateShape(sd);
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| 		}
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| 
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| 		m_clothDragger = new b3ClothDragger(&m_ray, m_cloth);
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| 	}
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| 
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| 	~SoftBody()
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| 	{
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| 		delete m_clothDragger;
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| 		delete m_cloth;
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| 	}
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| 
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| 	// Compute the volume of soft body
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| 	float32 ComputeVolume() const
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| 	{
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| 		const b3ClothMesh* mesh = m_cloth->GetMesh();
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| 		
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| 		b3StackArray<b3Vec3, 256> positions;
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| 		positions.Resize(mesh->vertexCount);
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| 		
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| 		for (u32 i = 0; i < mesh->vertexCount; ++i)
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| 		{
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| 			b3Particle* p = m_cloth->GetVertexParticle(i);
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| 			positions[i] = p->GetPosition();
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| 		}
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| 
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| 		b3AABB3 aabb;
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| 		aabb.Compute(positions.Begin(), positions.Count());
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| 
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| 		return aabb.Volume();
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| 	}
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| 
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| 	// Apply pressure forces
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| 	// Explanation available in the paper 
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| 	// "Pressure Model of Soft Body Simulation"
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| 	void ApplyPressureForces()
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| 	{
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| 		const b3ClothMesh* mesh = m_cloth->GetMesh();
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| 
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| 		// Volume in m^3
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| 		float32 V = ComputeVolume();
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| 		
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| 		// Inverse volume
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| 		float32 invV = V > 0.0f ? 1.0f / V : 0.0f;
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| 
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| 		// Apply pressure forces on particles
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| 		for (u32 i = 0; i < m_mesh.triangleCount; ++i)
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| 		{
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| 			u32 i1 = m_mesh.triangles[i].v1;
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| 			u32 i2 = m_mesh.triangles[i].v2;
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| 			u32 i3 = m_mesh.triangles[i].v3;
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| 
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| 			b3Particle* p1 = m_cloth->GetVertexParticle(i1);
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| 			b3Particle* p2 = m_cloth->GetVertexParticle(i2);
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| 			b3Particle* p3 = m_cloth->GetVertexParticle(i3);
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| 
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| 			b3Vec3 v1 = p1->GetPosition();
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| 			b3Vec3 v2 = p2->GetPosition();
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| 			b3Vec3 v3 = p3->GetPosition();
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| 
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| 			b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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| 			
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| 			// Triangle area
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| 			float32 A = n.Normalize();
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| 			A *= 0.5f;
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| 
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| 			// Ideal Gas Approximation
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| 
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| 			// Number of gas moles
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| 			const float32 k_n = 1.0f;
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| 			
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| 			// Ideal Gas Constant [J / K mol]
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| 			const float32 k_R = 8.31f;
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| 			
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| 			// Gas temperature in Kelvin
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| 			const float32 k_T = 100.0f;
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| 
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| 			// Pressure in Pascals
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| 			float32 P = invV * k_n * k_R * k_T;
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| 
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| 			// Pressure vector
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| 			b3Vec3 Pn = P * n;
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| 
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| 			// Pressure force
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| 			b3Vec3 FP = Pn * A;
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| 
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| 			const float32 inv3 = 1.0f / 3.0f;
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| 
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| 			b3Vec3 f = inv3 * FP;
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| 
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| 			// Distribute
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| 			p1->ApplyForce(f);
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| 			p2->ApplyForce(f);
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| 			p3->ApplyForce(f);
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| 		}
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| 	}
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| 
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| 	void Step()
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| 	{
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| 		Test::Step();
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| 
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| 		ApplyPressureForces();
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| 
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| 		m_cloth->Step(g_testSettings->inv_hertz);
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| 
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| 		m_cloth->Draw();
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| 
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| 		if (m_clothDragger->IsDragging())
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| 		{
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| 			b3Vec3 pA = m_clothDragger->GetPointA();
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| 			b3Vec3 pB = m_clothDragger->GetPointB();
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| 
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| 			g_draw->DrawPoint(pA, 2.0f, b3Color_green);
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| 
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| 			g_draw->DrawPoint(pB, 2.0f, b3Color_green);
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| 
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| 			g_draw->DrawSegment(pA, pB, b3Color_white);
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| 		}
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| 
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| 		extern u32 b3_clothSolverIterations;
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| 		g_draw->DrawString(b3Color_white, "Iterations = %d", b3_clothSolverIterations);
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| 
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| 		float32 E = m_cloth->GetEnergy();
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| 		g_draw->DrawString(b3Color_white, "E = %f", E);
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| 	}
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| 
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| 	void MouseMove(const b3Ray3& pw)
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| 	{
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| 		Test::MouseMove(pw);
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| 
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| 		if (m_clothDragger->IsDragging() == true)
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| 		{
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| 			m_clothDragger->Drag();
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| 		}
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| 	}
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| 
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| 	void MouseLeftDown(const b3Ray3& pw)
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| 	{
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| 		Test::MouseLeftDown(pw);
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| 
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| 		if (m_clothDragger->IsDragging() == false)
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| 		{
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| 			m_clothDragger->StartDragging();
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| 		}
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| 	}
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| 
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| 	void MouseLeftUp(const b3Ray3& pw)
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| 	{
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| 		Test::MouseLeftUp(pw);
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| 
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| 		if (m_clothDragger->IsDragging() == true)
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| 		{
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| 			m_clothDragger->StopDragging();
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| 		}
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| 	}
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| 
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| 	static Test* Create()
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| 	{
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| 		return new SoftBody();
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| 	}
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| 
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| 	b3QClothMesh m_mesh;
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| 	b3Cloth* m_cloth;
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| 	b3ClothDragger* m_clothDragger;
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| };
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| 
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| #endif |